Game Development Community

Features of scripting

by XXL0012 · in General Discussion · 10/06/2006 (11:38 am) · 3 replies

Hi, i am new here and interested in the possibilities you have with the scripting?

can i see somewhere the reference ( or a demo code ) of torque script?

i am very interesting in building RTS games with torque (or perhaps lawmaker)....

thx from germany

greg

(does Torque support AI)

#1
10/06/2006 (2:56 pm)
Torque has very little built-in AI support -- there are no "path finding" or "nav mesh building" or "behavior selection" primitives/tools. However, you can build paths manually in the world editor, and you can write behaviors in TorqueScript, and there is an AI entity that you can tell to go towards a point, and it will head straight there.

If you want to get a feel for Torque, download the demo, and download the "tutorial.base" tutorial (getting started), and go from there. You don't need to modify the code to get started making games; you can do it with the free demo. However, you will need to spend significant time with the engine and available libraries to learn them, and it's not always the best documented (or even best structured) API.

A typical RTS will use the lock-step command forwarding mechanism, which isn't explicitly supported in Torque. I don't know what the RTS starter pack adds, as I haven't bought it, but I've heard it does NOT add path finding, for example.
#2
10/07/2006 (12:28 am)
What is an "lock-step command forwarding mechanism" ?

thx

greg
#3
10/07/2006 (11:11 am)
Try the GameDev.NET Networking Forum FAQ for more information.