ScriptGroup
by Joseph Jones · in Artist Corner · 12/09/2003 (8:55 am) · 12 replies
Hello All,
Anyone know how to create a ScriptGroup similar to the demo walkthrough, I am attempting to create an animated intro with camera paths defined (etc) and I can't seem to get past the ScriptGroup and also removing the spawn point for the player.
Any help would be appreciated.
Thanks,
Anyone know how to create a ScriptGroup similar to the demo walkthrough, I am attempting to create an animated intro with camera paths defined (etc) and I can't seem to get past the ScriptGroup and also removing the spawn point for the player.
Any help would be appreciated.
Thanks,
About the author
#2
Thanks for that information, however, I have the SimGroup but not ScriptGroup...
Cheers!
12/09/2003 (2:56 pm)
Martin,Thanks for that information, however, I have the SimGroup but not ScriptGroup...
Cheers!
#3
12/09/2003 (5:41 pm)
I'm not sure I understand what I mean by a ScriptGroup in this context.
#4
What I am attempting to do is create an animated intro for my game similar to the feature walk through demo, but ScriptGroup is missing from my editor/creater tree. That is why I am asking how this was done.
Thanks!
12/09/2003 (6:05 pm)
If you load the feature walk through for the demo (you know, this is the one that the camera flys around showing different features of the game engine), it has a SimGroup called Scenes. Expand that tree branch, under it you will find it is composed of a multitude of ScriptGroups, each with a subitem of WayPoint. So, I am trying to figure out is how they included those because I can't find the supporting scripts.What I am attempting to do is create an animated intro for my game similar to the feature walk through demo, but ScriptGroup is missing from my editor/creater tree. That is why I am asking how this was done.
Thanks!
#5
12/09/2003 (6:29 pm)
Again, you can open the mis file in a text editor and add however many groups you need. I suggest that you look through the features.mis file and look at the structure. The branches in the mis tree are objects and groups nested inside others. Add the groups you need, then when you open it in the editor the groups will be there to drop the required waypoints into.
#6
12/09/2003 (6:34 pm)
Thanks, I can do that!
#7
There are SimGroups/Sets which contain/list objects and ScriptObjects that are general purpose scripting objects. No such thing as a ScriptGroup.
I think that's what the initial confusion was all about.
- Melv.
12/09/2003 (10:43 pm)
There terminology here is a little confusing; I think this is what Ben is referring to?There are SimGroups/Sets which contain/list objects and ScriptObjects that are general purpose scripting objects. No such thing as a ScriptGroup.
I think that's what the initial confusion was all about.
- Melv.
#8
12/09/2003 (11:08 pm)
No, Joseph is right, there are script groups in the new demo...new SimGroup(Scenes) {
new ScriptGroup(WelcomeScene) {
class = "Scene";
pathName = "Pathx";
description = "A small orc village set in the Hardesty mountains. This town and its surroundings will be used to illustrate some the Torque Game Engine\'s features.";
pathTime = "0";
title = "Welcome to Orc Town";
new WayPoint(start) {
position = "163.873 -103.82 208.354";
rotation = "0.136165 -0.0544916 0.989186 44.0527";
scale = "1 1 1";
dataBlock = "WayPointMarker";
team = "0";
};
};
new ScriptGroup(TerrainEngineScene) {
class = "Scene";
description = "Terrains are height fields with continuous screen-error based LOD, blended texture tiles, detail or bump mapping and baked in shadows.";
title = "Terrain Engine";
new WayPoint(start) {
position = "217.312 -104.742 312.512";
rotation = "0.0191274 -0.118767 0.992738 161.833";
scale = "1 1 1";
dataBlock = "WayPointMarker";
team = "0";
};
...Not sure since when they exist and what their purpose is really, but they are defined in console/scriptObject.cc...
#9
I must admit that I've never seen/used these. I've not really spent much time with changes to the codebase as of late but I'm interested in what these are; I'll have a look in a few hours.
EDIT: I just had a look through the code and not only is it there but I added a comment to one once!!! I think my mind is going!!!!!!!!!!!!
- Melv.
12/10/2003 (2:17 am)
Hmm...I must admit that I've never seen/used these. I've not really spent much time with changes to the codebase as of late but I'm interested in what these are; I'll have a look in a few hours.
EDIT: I just had a look through the code and not only is it there but I added a comment to one once!!! I think my mind is going!!!!!!!!!!!!
- Melv.
#10
Sorry for being persistent, I am new with the Torque Engine.
Thanks!
12/10/2003 (4:32 am)
Okay, great, now...how do you use these things? Sorry for being persistent, I am new with the Torque Engine.
Thanks!
#11
12/10/2003 (6:21 am)
Have you tried copying, pasting, and modifying?
#12
Thanks!
12/10/2003 (7:02 am)
Actually, I did do that and it worked, although it doesn't appear on the F4 listing, it does appear on the Mission Editor tree listing. I still wonder how to get this into the F4 listing though, thanks for everyone's help. One final question, does anyone know where I can find a tutorial or something on creating scene levels without the player start and how to have the GUI interface something other than PlayGui or FPSGui.Thanks!
Torque 3D Owner Martin "Founder" Hoover
Another easy way is to open up the .mis file in a text editor and add one in before the last closing brace (})...
new SimGroup(newName) {
};
Then save the file, load it up and the group will be in the editor.