Game Development Community

More then 1 vehicle type

by Simon Stevens · in Torque Game Engine · 06/21/2006 (1:57 pm) · 3 replies

I would appreciate if some one could point me in the right direction concerning
having more than 1 vehivle type in TGE. I have a car I am able to mount, unmount
etc..., yet when I go to implement the Heli Vehicle Resource I find that the Vehicle
Driver map would be overwritten by the Heli Driver map in vehicle.cs if these are
merged as directed by the resource.

PS. I have sucessfully re built TGE with the required .cc and .h file without error.

#1
06/21/2006 (2:02 pm)
Have separate moveMaps that are set depending on which vehicle the player is mounted in..
#2
06/21/2006 (2:48 pm)
OK but how is this addressed within the same vehicle file or isnt it ?
Excuse my newbieness
#3
06/21/2006 (4:00 pm)
WOW I know one for a change!!! No typically you keep your movemap in your defaultBind.cs. The actual initializing of which movemap you want to use is usually best performed in the player.cs mounting functions. Just set up a vehicletype indentifier that executes the correct file with the movemaps appropriate to the vehicle type.

Now if you want to go fancier, I did, you create a new set of movemaps kind of like in the Battlefield games where each type of transportation has it's own unique set of movemaps. For instance, movemapbind is the normal, airmpbind for the air type vehicles. Now realize this will mean going through the optionsdialog.cs file and weeding out the functions that make up the movemap assignment process.

Just an idea, best of luck to you.