Player and keyboard actions - 1.4
by James · in Torque Game Engine · 11/28/2005 (5:27 am) · 4 replies
Not sure if this has been covered elsewhere - cain't find it if it has so apologies if this is a repeat.
1. The space-bar jump on the game character is not as responsive as in TGE 1.3. Specifically, you jump and there is then a delay before you can jump again. I'm assuming a "busy" flag set somewhere when the character jumps but I'll have to track it down as I'm not sure where to look just yet.
2. In the world editor mode: The keyboard is still active on the player character when you editing. Has someone found or working on a fix for this?
Appreciate any and all feedback :)
Cheers all
1. The space-bar jump on the game character is not as responsive as in TGE 1.3. Specifically, you jump and there is then a delay before you can jump again. I'm assuming a "busy" flag set somewhere when the character jumps but I'll have to track it down as I'm not sure where to look just yet.
2. In the world editor mode: The keyboard is still active on the player character when you editing. Has someone found or working on a fix for this?
Appreciate any and all feedback :)
Cheers all
#3
11/28/2005 (5:52 pm)
2) It works fine when a text box is in focus, so that shouldn't cause any problems.
#4
in C:\Torque\SDK\example\tutorial.base\server\player.cs there only is the folloving code:
I tried to insert the following code ( and a few variations from C:\Torque\SDK\example\starter.fps\server\scripts\player.cs ) but it didn't work:
10/19/2006 (11:26 am)
Genesis, please, how can I modify the jumpdelay of the "tutorial.base" folder? in C:\Torque\SDK\example\tutorial.base\server\player.cs there only is the folloving code:
//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
// Load dts shapes and merge animations
datablock TSShapeConstructor(PlayerDts)
{
baseShape = "~/data/shapes/player/player.dts";
sequence0 = "~/data/shapes/player/player_root.dsq root";
sequence1 = "~/data/shapes/player/player_forward.dsq run";
sequence2 = "~/data/shapes/player/player_back.dsq back";
sequence3 = "~/data/shapes/player/player_side.dsq side";
sequence4 = "~/data/shapes/player/player_fall.dsq fall";
sequence5 = "~/data/shapes/player/player_land.dsq land";
sequence6 = "~/data/shapes/player/player_jump.dsq jump";
sequence7 = "~/data/shapes/player/player_standjump.dsq standjump";
sequence8 = "~/data/shapes/player/player_lookde.dsq look";
sequence9 = "~/data/shapes/player/player_head.dsq head";
sequence10 = "~/data/shapes/player/player_headside.dsq headside";
sequence11 = "~/data/shapes/player/player_celwave.dsq celwave";
};
datablock PlayerData(PlayerShape)
{
renderFirstPerson = false;
shapeFile = "~/data/shapes/player/player.dts";
};
//----------------------------------------------------------------------------
// PlayerShape Datablock methods
//----------------------------------------------------------------------------
function PlayerShape::onAdd(%this,%obj)
{
// Called when the PlayerData datablock is first 'read' by the engine (executable)
}
function PlayerShape::onRemove(%this, %obj)
{
if (%obj.client.player == %obj)
%obj.client.player = 0;
}
function PlayerShape::onNewDataBlock(%this,%obj)
{
// Called when this PlayerData datablock is assigned to an object
}I tried to insert the following code ( and a few variations from C:\Torque\SDK\example\starter.fps\server\scripts\player.cs ) but it didn't work:
datablock PlayerData(PlayerBody)
{
jumpForce = 8.3 * 90;
jumpEnergyDrain = 0;
minJumpEnergy = 0;
jumpDelay = 15;
recoverDelay = 9;
recoverRunForceScale = 1.2;
};
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