Need some help
by Eric Dunn · in Torque Game Engine · 10/28/2003 (11:15 am) · 3 replies
Hi I just bought the torque engine and am part of a team working on a game project. We basically have 2 months to make our game, as this is a class project. Our due date is December 16th. With that being said, we want to make a 3rd person game, which involves fighting with hand to hand weapons. I have read over the documentation, done some tutorials, read over tourniquet, and even gone throught the game engine(what a beast). Problem is I cant help but feel lost at the moment. Im just not understanding the whole scripting concept and how to use it. For instance, I see some movement and attack functions in default.bind.cs, but where are these functions getting called from? Following the scripts seems to be a problem. Im used to pumping out C++ code to make games, so scripting is new to me. Any comments, suggestions would be appreciated, or opinioins about our game. Here are some concerns also:
Is making a melee fighting game going to involve altering the engine? And if yes, would 2 months be enough time to gain enough knowledge of the engine and make this work?
How would i go about implementing a kick attack triggered by the right mouse click? I see there is a function for a right mouse click in default.bind.cs, and I used mapMove.bind to bind the function to right click. But im confused, wheres the animations being called? Wheres the damage being calculated? Wheres a collision check being called to check to see if i hit anything with the kick?
I need game specific attributes to be added, and damage to be calculated my own way, but how do I do this? Im not sure where to implement this in script, etc. So used to just going into a player class and making my changes, hehe.
Anyway, I feel lost and like a total newb, I am pretty proficient with c++, but any help with this scripting would be appreciated.
-Eric
Is making a melee fighting game going to involve altering the engine? And if yes, would 2 months be enough time to gain enough knowledge of the engine and make this work?
How would i go about implementing a kick attack triggered by the right mouse click? I see there is a function for a right mouse click in default.bind.cs, and I used mapMove.bind to bind the function to right click. But im confused, wheres the animations being called? Wheres the damage being calculated? Wheres a collision check being called to check to see if i hit anything with the kick?
I need game specific attributes to be added, and damage to be calculated my own way, but how do I do this? Im not sure where to implement this in script, etc. So used to just going into a player class and making my changes, hehe.
Anyway, I feel lost and like a total newb, I am pretty proficient with c++, but any help with this scripting would be appreciated.
-Eric
About the author
#2
2 months is going to be very tight if you are new to Torque =\ You are going to have to live\eat\breathe TGE for the time.
10/28/2003 (1:50 pm)
Realm Wars has a fairly robust hand-to-hand melee system that you should probably look at as a starting place.2 months is going to be very tight if you are new to Torque =\ You are going to have to live\eat\breathe TGE for the time.
#3
Have you seen this resource?
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3374
It may be of some help.
Good Luck!
-Greg.
11/03/2003 (4:31 am)
Eric,Have you seen this resource?
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3374
It may be of some help.
Good Luck!
-Greg.
Torque Owner Badguy
I will not say it cannot be done in a couple months..
but you surely set the bar pretty high.
anyhow..
the script has certian "CallBack" hooks inplace.
these hooks cause internal working's to trigger back to the script.
example, in the player.cc there is a suite of collision checks.
in these checks if an object type that is "Collidable"
is found in the collision list then the callback is made to the script for that object type.
basically, there is no current support for detecting which portion of the model's have collided.
as in .. his leg hit his chest.
there would need to be some supportive features added to detect such a passing.
as for getting the "kick" to actually take place on trigger,
is trivial.
studying the current methods you will discover that any triggerable animations are for the most part handled c++ side.
example:
the player movement which animation to play with respect to direction is calculated internally.
studying the player.cc would lead to this conclusion.
you can play animations from the script.
so that is an option.
I would no doubt provide a different set of logic to handle kicking, starting at the c++ side of things and triggering that movement via the script.
analyzing how shapebase operates the weapon state might be a decent start.
that will uncover some of the scripting logic applied.