Atmospheric Damage
by Buddy Lednum · in Torque Game Engine · 11/24/2004 (10:02 pm) · 3 replies
I've looked through both the Forums and Resources for "Atmospheric Damage" and haven't found anything.
I was looking for things like :
Acid Rain
Acid Fog
Hail
Volcanic Ash
Sand / Ice / Electrical / Meteor Storm(s)
etc......
All having the ability to do damage to Player and/or Vehicle.....
I didn't know if anything was already written.... ?
Or where to start..... ?
I thought about looking at the "Lava" damage code and maybe adding simular code to the precip and snow codes, but wasn't sure if this was way off the mark, or if i was making this more complicated than it needed to be.
I'm not sure if we'll even use it or not. Right now it's just in the idea stage and i was mostly looking for input or pointers....
I was looking for things like :
Acid Rain
Acid Fog
Hail
Volcanic Ash
Sand / Ice / Electrical / Meteor Storm(s)
etc......
All having the ability to do damage to Player and/or Vehicle.....
I didn't know if anything was already written.... ?
Or where to start..... ?
I thought about looking at the "Lava" damage code and maybe adding simular code to the precip and snow codes, but wasn't sure if this was way off the mark, or if i was making this more complicated than it needed to be.
I'm not sure if we'll even use it or not. Right now it's just in the idea stage and i was mostly looking for input or pointers....
About the author
#2
I started going through the precipitation and precipitationdata code... which lead me to the raindrop code...
I was thinking i could add projectile properties the the raindrop code... then just use the same code for doing snowflake and sand codes by using raindrop as a template.....
It's funny how clear things get when you step back and take another look.
if it works, i may be able to just combine the entire thing into an "Atmospherics" class of some sort
i saw that the raindrop class had settings for collision, object hit, mass and speed, so it should be easy enough to alter these to represent ice, meteor, sand particles.... the only thing i could see that might need more tweaking would be meteors... they would not be effected by wind, but by a settable direction and angle for bombardment.....
I think i'm headed on the right track.... or i'm a complete jabbering idiot... which is entirely possible.... ;)
11/25/2004 (8:20 pm)
Thanks for the input.... it caused me to do a little more looking into the docs i generated using doxygen....I started going through the precipitation and precipitationdata code... which lead me to the raindrop code...
I was thinking i could add projectile properties the the raindrop code... then just use the same code for doing snowflake and sand codes by using raindrop as a template.....
It's funny how clear things get when you step back and take another look.
if it works, i may be able to just combine the entire thing into an "Atmospherics" class of some sort
i saw that the raindrop class had settings for collision, object hit, mass and speed, so it should be easy enough to alter these to represent ice, meteor, sand particles.... the only thing i could see that might need more tweaking would be meteors... they would not be effected by wind, but by a settable direction and angle for bombardment.....
I think i'm headed on the right track.... or i'm a complete jabbering idiot... which is entirely possible.... ;)
#3
11/26/2004 (1:25 am)
No it's good thinking. I need to add underwater "drown" timer someday myself. Getting your ideas out or asking for help can't hurt.
Employee David Montgomery-Blake
David MontgomeryBlake