What's the difference between gamecore.cs and spawn.cs player spawning
by Jules · in Torque 3D Professional · 12/29/2009 (8:20 am) · 6 replies
Does gamecore.cs run on initial loading up of the game for the first player spawn, then for in-game spawning use spawn.cs ?
#2
12/29/2009 (8:56 am)
ok thanks Picasso. DefaultPlayerData is driving me batty! Trying to figure out the best way on how to spawn a different player based on GUI selection in T3D. Now I know that the two are just split up, should help. I was getting confused with DefaultPlayerData and DefaultPlayerDataBlock.
#3
There's a fair bit of replication there.
12/29/2009 (9:05 am)
By default, I think that the stuff in the directory of game/scripts over-rules the stuff in the game/core directory.There's a fair bit of replication there.
#4
12/29/2009 (9:21 am)
Cheers Steve. Yes, noticed the replication of code. By any chance have you created player selection code for your game yet?
#5
As I'm planning SinglePlayer only, I was thinking of having the engine read the mission name, then load up a script that contains all the variables just for that mission (spawn, trigger data, etc) - that's already how my pathfinding works.
However, back in the betas when the old GG characters were still there (Boombot, Spaceman, etc), I think that there was a script which meant you could tie an exclusive player type to a spawnpoint.
12/29/2009 (10:17 am)
Nah, not yet.As I'm planning SinglePlayer only, I was thinking of having the engine read the mission name, then load up a script that contains all the variables just for that mission (spawn, trigger data, etc) - that's already how my pathfinding works.
However, back in the betas when the old GG characters were still there (Boombot, Spaceman, etc), I think that there was a script which meant you could tie an exclusive player type to a spawnpoint.
#6
Single player comes later, once I've mastered Verve for the cut-scenes, and added some sophisticated AI brains/pathfinding.. so keeping dedicated and single player scripts seperate will be the next hurdle, as they will be different game types. I'm down to my last stage before I can launch the game online for some testing, which is character selection and spawning. Then the fun begins, adding vehicles!
Time to tackle Player selection... anyone that has done this in T3D 1.1a and can provide me with some help, I'd appreciate it. Migrating old resources is not my strong point! :)
12/29/2009 (10:41 am)
Mines a bit more complicated than that, the main focal point at the moment is online play. Currently I have a master server that allows the dedicated servers to authenticate and connect (We're currently having two dedicated servers - one in UK and one in Canada), then the clients login to a registration server on the web with a database to get the persistent character data. Single player comes later, once I've mastered Verve for the cut-scenes, and added some sophisticated AI brains/pathfinding.. so keeping dedicated and single player scripts seperate will be the next hurdle, as they will be different game types. I'm down to my last stage before I can launch the game online for some testing, which is character selection and spawning. Then the fun begins, adding vehicles!
Time to tackle Player selection... anyone that has done this in T3D 1.1a and can provide me with some help, I'd appreciate it. Migrating old resources is not my strong point! :)
Torque Owner Ivan Mandzhukov
Liman3D
Now game.cs is splitted in two files : gamecore.cs and spawn.cs
So this is it.