Flying Vehicle Questions
by Alexander Loren · in Torque Game Engine · 08/05/2004 (10:53 am) · 4 replies
Of late I have been playing around with the flying vehicles, and exporting my own models for use with the class. But while doing so I have come up with the following two questions. Thank you in advance for any help you can offer.
1.) Before exporting my model, I added a JetNozzle node to it, though when running it in the engine there are no particles being emited. Is this a problem with the engine, or the fact that an emiter for the JetNozzle wasn't specified in my script, and if it is the later can I please get the name of the emiter so I can make my own?
2.) Being fairly new to Torque, and not having a large understanding of it, I am not sure what this would take exactly. But I am wanting to remove the gravity from the flying vehicle, is this something that can be done in just Torque Script or do I have to go into the source? If I have to go into the source can an idea be given as to what I need to change?
Once again thank you for any help you can offer.
1.) Before exporting my model, I added a JetNozzle node to it, though when running it in the engine there are no particles being emited. Is this a problem with the engine, or the fact that an emiter for the JetNozzle wasn't specified in my script, and if it is the later can I please get the name of the emiter so I can make my own?
2.) Being fairly new to Torque, and not having a large understanding of it, I am not sure what this would take exactly. But I am wanting to remove the gravity from the flying vehicle, is this something that can be done in just Torque Script or do I have to go into the source? If I have to go into the source can an idea be given as to what I need to change?
Once again thank you for any help you can offer.
About the author
#2
08/05/2004 (7:50 pm)
Thank you Anthony for your help, though I was not able to solve my problem with the gravity from the information you gave me. The flying vehicle still acts as if the gravity is pulling it down, do you know of any other way to solve this problem? Thank you again.
#3
Because of my insomnia you get lucky tonight
Here is a link to a zip file I packaged for you. It contains an example datablock for a flying vehicle class, vehicle fx like thrust and hover emitters, the nessisary key binds. On top of all that it has dts and max files to see how to make a flying vehicle.
The only thing is, this is from my first project and may not work? But hey cant hurt to try huh =)
08/05/2004 (9:29 pm)
Well in T2, which the code is from, the flying vehcile was designed to have 2 jetnozzels one undernieght which would be active if you press mousejet by it self and one on the back for propulsion when you press mousejet and forward.Because of my insomnia you get lucky tonight
Here is a link to a zip file I packaged for you. It contains an example datablock for a flying vehicle class, vehicle fx like thrust and hover emitters, the nessisary key binds. On top of all that it has dts and max files to see how to make a flying vehicle.
The only thing is, this is from my first project and may not work? But hey cant hurt to try huh =)
#4
I'm not sure the gravity in the Datablock actually works. I've seen that Wendell Brown solved it by hardcoding in the engine.
There are some posts you should check searching for AIVehicle and there is a resource somewhere with the correct node names for jetnozzles, contrails, etc. you can find it looking for DTS exporter.
Sorry for not providing the links but I'm in a hurry now.
HTH
Bruno
08/07/2004 (6:50 am)
@Alex,I'm not sure the gravity in the Datablock actually works. I've seen that Wendell Brown solved it by hardcoding in the engine.
There are some posts you should check searching for AIVehicle and there is a resource somewhere with the correct node names for jetnozzles, contrails, etc. you can find it looking for DTS exporter.
Sorry for not providing the links but I'm in a hurry now.
HTH
Bruno
Associate Anthony Rosenbaum
2) set the gravity ( in the datablock ) to 0
BTW in order to "use" the jet nozzel a button must be binded to the mouseJet function (which should still be in there hiding around somewhere commented out) .It will trigger one of the movement triggers for the client.