Lift platforms?
by Tim "Zear" Hammock · in Technical Issues · 11/14/2001 (5:27 pm) · 29 replies
Not sure if this is the right place for this, but danged if I can see a better place...
Hey GarageGames:
What about lifts? I know there were problems in T1 and there were no lifts in T2 (but there were places for them in the interiors - mebbe dropped due to time constraints or tech problems?).
Any chance TGE will get lifts? I know they present problems, but they would sure improve the engine. Ideally a lift would be a separate interior object with pathing nodes to follow and triggers to set it off, so we could make elevator cars, etc., but even simple platforms would be nice.
Well? Just asking... (with fingers crossed)
Hey GarageGames:
What about lifts? I know there were problems in T1 and there were no lifts in T2 (but there were places for them in the interiors - mebbe dropped due to time constraints or tech problems?).
Any chance TGE will get lifts? I know they present problems, but they would sure improve the engine. Ideally a lift would be a separate interior object with pathing nodes to follow and triggers to set it off, so we could make elevator cars, etc., but even simple platforms would be nice.
Well? Just asking... (with fingers crossed)
#22
It appears that the InteriorResTrigger, InteriorPath and InteriorPathFollower were never completed. Is this correct?
If this is the case, should I implement them by inheriting Trigger, Path, and make a new PathFollower be the parent of InteriorPathFollower, or should I implement the interior versions as a separate set of code? Inheritance seems to be the proper choice, but I'm unfamiliar with this code and I wouldn't want to start down the wrong path.
Even after implementing these classes, I feel there is something missing. I don't see how this design could possibly allow for an "elevator" where one trigger gets the "car" to the level of the trigger and another trigger activates a gui which allows the player to select a level.
A simple two-level lift and an open/shut door (is there any other kind?) can be done using this implementation, but that's not exactly what I had in mind.
Suggestions / comments?
04/16/2002 (9:15 pm)
Ok, help me out with one more answer to one more question. Well... a few questions.It appears that the InteriorResTrigger, InteriorPath and InteriorPathFollower were never completed. Is this correct?
If this is the case, should I implement them by inheriting Trigger, Path, and make a new PathFollower be the parent of InteriorPathFollower, or should I implement the interior versions as a separate set of code? Inheritance seems to be the proper choice, but I'm unfamiliar with this code and I wouldn't want to start down the wrong path.
Even after implementing these classes, I feel there is something missing. I don't see how this design could possibly allow for an "elevator" where one trigger gets the "car" to the level of the trigger and another trigger activates a gui which allows the player to select a level.
A simple two-level lift and an open/shut door (is there any other kind?) can be done using this implementation, but that's not exactly what I had in mind.
Suggestions / comments?
#23
if you read my post above a few ..
Ive got lots done since.
ive fixed the problems with the map2diff exporter
to get the InteriorMoving data out as well as some other problems with it's other data
ive created an InteriorMoving class created from InteriorSubObject to handle the needs in the game
it renders as bsp just got collision all worked out (almost) need to setup if i want it to push the player (heavy) or just stop (light)
have a problem with the y plan texture right now ..
havent looked into that yet..(next?)
does calculate angles from the path set in the editor of choice for the object to rotate if you specify a rotating object else it will follow the path simply now as a looping thing while triggered
it gathers all the data to be setup using the InteriorInstance::addChildren(..) method
which ive simply created the missing object to patch my information thru..(called on a one time thing like planned)
things are looking real close here to completion I will be posting all I have done
Triggers : need a method to hook in and say sure im a trigger .. but am I valid? .. need a method to validate the trigger .. or to move the InteriorMoving more into the script .. the datablock is ready either way just not really being used yet..
so if your in a real rush to help get this thing rocking I can easily give you what I have done .. otherwise you can wait a little longer till when I post what ive done
Edit : I guess that did not answer any questions tho..
here .
for the most part the class's are complete enuff to do thier job as im using them
(InteriorResTrigger, InteriorPath and InteriorPathFollower )
they are used for parsing and storing the data from and to the .dif file
then they are used in the InteriorResource::addChildren(..)
from there the game objects take over thus adding them to the mission
at this time I feel if the trigger had another method to set and check state then you could easily setup a nice elevator with what ive done so far
(err .. cept the y plane texture bug :)
04/16/2002 (9:42 pm)
I can respond here ..if you read my post above a few ..
Ive got lots done since.
ive fixed the problems with the map2diff exporter
to get the InteriorMoving data out as well as some other problems with it's other data
ive created an InteriorMoving class created from InteriorSubObject to handle the needs in the game
it renders as bsp just got collision all worked out (almost) need to setup if i want it to push the player (heavy) or just stop (light)
have a problem with the y plan texture right now ..
havent looked into that yet..(next?)
does calculate angles from the path set in the editor of choice for the object to rotate if you specify a rotating object else it will follow the path simply now as a looping thing while triggered
it gathers all the data to be setup using the InteriorInstance::addChildren(..) method
which ive simply created the missing object to patch my information thru..(called on a one time thing like planned)
things are looking real close here to completion I will be posting all I have done
Triggers : need a method to hook in and say sure im a trigger .. but am I valid? .. need a method to validate the trigger .. or to move the InteriorMoving more into the script .. the datablock is ready either way just not really being used yet..
so if your in a real rush to help get this thing rocking I can easily give you what I have done .. otherwise you can wait a little longer till when I post what ive done
Edit : I guess that did not answer any questions tho..
here .
for the most part the class's are complete enuff to do thier job as im using them
(InteriorResTrigger, InteriorPath and InteriorPathFollower )
they are used for parsing and storing the data from and to the .dif file
then they are used in the InteriorResource::addChildren(..)
from there the game objects take over thus adding them to the mission
at this time I feel if the trigger had another method to set and check state then you could easily setup a nice elevator with what ive done so far
(err .. cept the y plane texture bug :)
#24
04/16/2002 (10:11 pm)
Here badguy - have a beer *tosses badguy a Canadian beer*
#26
I'm a decent programmer, but there's lots of code in the game engine and I'm still unfamiliar with it....
04/17/2002 (6:31 pm)
Cool, thanks... glad to know I don't need to tackle this because I'm not sure I'm up to it.I'm a decent programmer, but there's lots of code in the game engine and I'm still unfamiliar with it....
#27
Any word on what the current version of torque/current WorldCraft translator supports in the way of WorldCraft entities, if any. eg. func_button, etc.
Just curious if lifts and doors, etc. have been resolved to the point I can craft levels in WorldCraft and bring them into Torque without a world of grief.
cheers.
07/07/2004 (9:11 am)
I see the last post here is over two years ago.Any word on what the current version of torque/current WorldCraft translator supports in the way of WorldCraft entities, if any. eg. func_button, etc.
Just curious if lifts and doors, etc. have been resolved to the point I can craft levels in WorldCraft and bring them into Torque without a world of grief.
cheers.
#28
01/05/2005 (10:31 am)
I am curious as well how this is going
Torque 3D Owner Tony Richards
I know keeping up with all of the posts on these forums (70+ per day) is difficult, but your comments, suggestions and bug fixes have all been timely so far... I appreciate your work.
Thanks again.