Dan Keller's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| why won't this work? | That first one should be [code] function cube::onLevelLoaded(%this) { %this.setUseMouseEv... read more | 09/11/2009 (6:39 am) |
| Need Help!!!! | You could in theory, but it's not a good idea. TGB is specifically designed for 2d games and has man... read more | 07/23/2009 (3:09 am) |
| game prompting the user to enter character's name | You'd probably want to look in the GUI and basic scripting sections of the documentation.... read more | 07/21/2009 (6:19 pm) |
| Looking for Help to Develop A Novel FPS (simple zombie/vampire mod) Game Based on Patent | There's one in every crowd. Remember [url=https://www.garagegames.com/account/profile/114340]this gu... read more | 07/06/2009 (3:18 am) |
| Raycast to detect textures of a interior | It seems like the best way to do this would be to make sure every object returns a material on rayca... read more | 06/24/2009 (2:36 pm) |
| Why is Vehicle::updatePos called on the client? | It's called once per tick on both the server and the client from the processTick function, so I thin... read more | 04/15/2009 (12:14 am) |
| Bike Physics | Just give the vehicle 2 wheels instead of 4. The gyroscope thing from the link will keep it from fal... read more | 03/16/2009 (2:20 am) |
| Spline Road Material Problems | How did you get the collision working?... read more | 03/12/2009 (8:40 pm) |
| What would you like to see addressed in Torque 3D? | How about a slightly different sales model that addresses both the streamline-it-people and the feat... read more | 03/12/2009 (8:30 pm) |
| 3D Parallax Starfield | You could use a skybox for the background stars and then modify FXStarfieldReplicator to only create... read more | 12/30/2008 (6:09 pm) |
| Looked, but cant find, Help with Buildings | You'll want constructor. It's a free download from [url]http://www.garagegames.com/products/torque/c... read more | 12/18/2008 (2:27 am) |
| Help with Design Theory | Well, that's not really the intent datablocks were made with. It would probably be a better idea to ... read more | 12/12/2008 (1:23 am) |
| Help with Design Theory | I would not recommend it. Because there is only ever one instance of any given datablock, changing a... read more | 12/12/2008 (1:16 am) |
| Procedural Road Help | It would be much more memory-efficient to create the vertecies, once, in mIndices, then say [code] ... read more | 12/01/2008 (8:11 pm) |
| Ghosting player model to one client only | You could try using a local server instead of the global one...... read more | 11/28/2008 (11:30 pm) |
| Procedural Road Help | You could convert it to several TSShapes, which would allow custom culling and probably make collisi... read more | 11/28/2008 (11:28 pm) |
| Need to be a registered business to publish games? | Anyone can sell games. Sales tax doesn't apply over the internet because it's not within one state.... read more | 11/26/2008 (11:30 pm) |
| Fog | If you're not going to be under the fog, you can just make it a translucent DTS.... read more | 11/22/2008 (4:09 pm) |
| TorqueDemo_DEBUG.exe not torqueDemo.exe | @Jermaine: The problem with that is you still have a debug build, which will run significantly slowe... read more | 11/19/2008 (10:06 pm) |
| Terrain annotation | What sort of hints do you mean?... read more | 09/27/2008 (8:56 pm) |
| How to define a brand new object? | What are you trying to do with it? Also, a ScriptObject is a good general object type (although i... read more | 09/09/2008 (9:32 pm) |
| Peggle Prediction and mAtan | The inputs to atan should be a y difference and an x difference, instead of the slope. So if you hav... read more | 07/30/2008 (3:09 pm) |
| Game involving real money - bad idea? | Is it considered gambling even if the reward is based purely on skill and not luck? Edit: What I'... read more | 07/30/2008 (2:31 pm) |
| Just added in some code | If you get an error that it can't find main.cs when you debug, that means you need to set the starti... read more | 07/29/2008 (5:22 pm) |
| Simple rotating block | Using schedule and setTransform is [i]not[/i] a good way to make things move. Marbleblast does it wi... read more | 07/28/2008 (5:25 pm) |
| Encode scripts strings | [quote] of course, you can balance all that against the amount of interest you think there will be ... read more | 07/25/2008 (7:52 pm) |
| CloneWithBehaviors + timer shoot broken? | Does the original object have the template behavior?... read more | 07/25/2008 (1:52 pm) |
| Layers | You can either say %obj.layer = # when you add the object, or (preferably) use the cloneWithBehavior... read more | 07/25/2008 (1:50 pm) |
| What's wrong with this function? (accessing Vehicle::mRigid) | You should use [code] Rigid* getRigid() {return &mRigid;}; [/code] What you're doing passes... read more | 07/25/2008 (1:45 pm) |
| Player can "scale" a static mesh (walk stright up it) | Try turning off (I think) canStep in the object properties.... read more | 07/24/2008 (7:19 pm) |
| Shifting the eyepoint | A better way to do this is animate the eye node of your player model, and play the animation on a ke... read more | 07/22/2008 (8:06 pm) |
| One error with a vanila install of TSE + VC2008 | Is your dx sdk up to date?... read more | 07/22/2008 (6:57 pm) |
| Line of Sight Help Please (Auto-Targeting) | Use the dot-product of your view vector and the enemy's location minus your location. The dot produc... read more | 07/22/2008 (2:38 am) |
| How would I make a character face the direction they are moving? | You can change $mvYaw in moveleft, moveright, etc. in default.bind.cs. I'm not sure of the exact val... read more | 07/20/2008 (2:26 am) |
| Garagegames. Vector is broken. | It's not broken, that's just how Vector is. It's the same with std::vector. Vector is typically u... read more | 07/20/2008 (2:20 am) |
| Torque world units vs physical units | Those are also meters.... read more | 07/11/2008 (2:13 pm) |
| World-space 3D text ? | I would suggest using dts. It won't be as reusable, but it would take MUCH longer to code a 3d text ... read more | 07/08/2008 (3:00 am) |
| Is there a step function? | Projectile::processTick() is the one you want. It's used to control projectile movement, so it shoul... read more | 07/08/2008 (2:57 am) |
| TGEA 1.7.1 compile | Yes. The "Getting Started" page in the documentation should tell you all you need to know to compile... read more | 06/27/2008 (1:50 am) |
| Adding chat box and other question | Did you add exec lines for the cs files?... read more | 06/11/2008 (12:26 pm) |
| Too many .ml files | Delete all of them. The ones you need will be automatically rebuilt on mission load.... read more | 06/11/2008 (12:20 pm) |
| Bot Pathfinding? | Did you follow all the instructions in the .htm file? Also, what kind of pathfinding do you need?... read more | 06/09/2008 (10:06 pm) |
| Inventory, Items, I'm lost | Isn't there already an inventory system? All you have to do to use that is put [code] maxInv[[i]Sw... read more | 06/09/2008 (9:54 pm) |
| Replacing Collision | Terrain is in terrCollision.cc, static shape is in tsCollision.cc, interior is in interiorCollision.... read more | 06/07/2008 (8:33 pm) |
| Non-Solid Geometry Please Help | [url]http://www.garagegames.com/mg/forums/result.thread.php?qt=73561[/url]... read more | 06/05/2008 (9:50 pm) |
| Modifying player move in processTick | Nevermind. preprocessMove() works a lot better for this.... read more | 06/05/2008 (4:03 am) |
| Adding AI - in theory (Newbie) | For each new ai, add [code] datablock PlayerData([i]aiName[/i] : PlayerBody) { shapeFile = "~... read more | 05/28/2008 (12:35 am) |
| Procedural road object (help?) | I still can't get it to work.... read more | 05/21/2008 (5:19 pm) |
| Container::castRay question | I'm pretty sure projectiles have their collision meshes disabled by default, because they collide wi... read more | 05/20/2008 (7:23 pm) |
| Saving/Loading Fog Storm settings | I'm having the same issue.... read more | 05/09/2008 (6:54 pm) |