Game Development Community

Help w/ C++ classes

by Patrick Jeeves · in Torque Game Engine · 06/13/2005 (10:04 am) · 3 replies

What files do you need in new object classes for torque (like #include) and what scripts? how do you make more variables, is there a way to make a chareccter model out of separatemodels in torque as apposed to a modler, how do you get rid of the keyboard controls that come in player stuff, likr the Ctrl+S salute and stuff.

#1
06/13/2005 (2:41 pm)
Patrick: Just by the questions you've asked, I would suggest completing some tutorials online that relate to basic C/C++ skills. But to answer your questions.

1. What includes are required for new C++ classes: Depends on what you're trying to do. Look at a class that does something similar to what you want to do, and start there.

As for scripts: They are not required for C++ classes unless you want to use them to access the C++ object.

2. Making new variables: Too vague.?.? New variables for C++? From C++ accessible from script? From script accessible from C++?

3. Making a character model from seperate models: Anything is possible, not everything is easy.

4. Keyboard shortcut for : function serverCmdPlayCel is in ./server/scripts/commands.cs Key mapping is in ./client/scripts/default.bind.cs and ./client/config.cs

Hope this helps. You should spend some time in the Official documentation, as many of the above answers are contained within it.

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#2
06/13/2005 (3:22 pm)
1 none of the C++ files are ANYTHING like what I'm trying to do,
3, yes like one for the hand, one for the arm, one for the body how do I make attachment points for the objects?
#3
06/13/2005 (5:44 pm)
Your answer, "none of the C++ files are ANYTHING like..." tells me you don't quite have a solid grasp on classes, objects, or inheritance; all of which will be required for what you are thinking about doing. Not to mention the networking, 3d math, etc. You might not want to tackle such a complex undertaking being so unfamiliar with both the engine source as well as C++ in general.

Answer 3: You could use an offset from the object origin, or place a dummy object in your 3d modeler software.

Again, the very nature of your questions suggests you might not be ready for such a complex task. But if you've got your heart set on it, then good luck!

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