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SetActionThread

by Berserk · in Torque Game Engine · 06/29/2005 (2:41 pm) · 24 replies

Hi everyone.
I'm proceeding with my project step by step, today I created two punch animations for adam.
Everything is OK, punch animations works and even my code used to switch from left and right punch works.
The onlt problem is, after I hit a punch, adam stills in the lastkeyframe of the punch animation until I call a new action, like moving or jumping.
I used the same trick used to play celwave and celsalute (using a commandtoserver) so I've only added code without touching anything else (ecept for mouse button 1's code, wich I changed to hit punches instead of firing).
When I play any cel sequence, adam come back to the root pose automatically, but not after a punch. Also, I noticed I can't make him hit punches while moving, and I need this feature.
In the TorqueScript chm help posted as resource I found two optional arguments wich I think can be useful for my problem, but I don't know what they mean nor what values could I use. These are: bool hold and bool fsp.

If you know something about this I may need, I'll be glad to receive input.
Thanks in advance for time and replyes.

Bye, Thc.
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#21
07/10/2005 (6:14 pm)
How does you hierarchy look.
Have you taken a snapshot of the model and applied the multires modifier to it ?
Need more info.
#22
07/11/2005 (8:16 am)
Well, I haven't a fixed hierarchy (meaning tht I'm costantly experimenting with hierarchy for every export process).
By the way, I post the latest hirarchy here:
igpgames.altervista.org/img/hierarchy.JPG
I'm not actually including start01 nor base01, because this is just a test and I'll add them later.
Same for collision meshes, they'll be the last thing for now.

Thanks for help.

Bye, Thc.

P.S.: I used the multires macroscript from a resource here somewhere, no luck. Manually added mymodel128, 64, 32, 16, 8... no luck. Used adjustlods macroscript from somewhere here... no luck (the script can't get my multires shapes, even if I have one or more). Better luck next time? :)
#23
07/11/2005 (4:15 pm)
OK, Update: I found the way to show up the hierarchy in adam pack, so I'll try with that hierarchy and sequence helpers.
Stay tuned for updates, I'll experiment 'till friday before posting, otherwise I'll post the right solution.

Thanks for help, I'll keep you all informed if this is interesting for someone.

Bye, Thc.
#24
07/15/2005 (5:22 pm)
Hi there.
Finally, thanks tu a useful resource (that you can find here) i found the way to have both collision detection and melee fighting, without any collision mesh (but I'm willing to learn how to create LODs and collision meshes, as well as all dts nodes. I need a good and complete view about modeling for Torque).
The best of all this is that modding the source isn't needed, as I like. Ah, I found the resource thanks to another resource, wich url is here.
Many thanks to Andrew Pidcock for his resource and to Thomas Shaw for his compiled list of melee resources, wich pointed me to that resource.
Glad to see some kind of thoughts, thanks again and stay tuned for AI implementation of a basic beat'em up mainly script based.
If this can be useful to somebody, I can do a resource or a starter kit complete with AI enemy trying to protect his territory when needed and damage applying upon punching or kicking someone out.
Just let me know if you're interested.

Bye, Thc.
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