GB v112 Adventure Kit Demo v1.1 - No Movement, only jump works!?
by Leroy Frederick · in Torque Game Builder · 10/31/2006 (12:58 pm) · 11 replies
Whassup all :-),
I can't move the character in the demo. Only Jump (space key), fire (Return Key) and pause keys work. Right click jump doesn't work either? No strafe, move or any other keys?
Any1 else have any problems running the demo, any solutions/ideas?
Thanks in advance compodres's! :0)
I can't move the character in the demo. Only Jump (space key), fire (Return Key) and pause keys work. Right click jump doesn't work either? No strafe, move or any other keys?
Any1 else have any problems running the demo, any solutions/ideas?
Thanks in advance compodres's! :0)
#2
Movement Keys set are Up/Down/Left/Right (moveUp/moveDown/moveLeft/moveRight)
Action Keys set are Space/Return/Apostrophe (Jump/Shoot/Strafe)
MouseX/MouseY (moveX/moveY)
pretty much all the default settings
I tried remapping these to the above, as well as to new unassigned keys, turning on/off the num lock/caps, still no joy?
Another thing, when i change movement keys to (for example. T/G/F/H for up,down,left,right respectively) once i quit and restart the demo, the settings are reset to the default?
Also, when I jump, the character moves backwards a little, is this correct (facing the front by default)
There are no errors in the console other then the fact that the buttons don't have a _i (inactive) graphic...
EDIT: Also tried deleting all the dso's, no change and created a new adventure kit project, open start.t2d, runned the program and still the same problem :0(
EDIT: Also tried the above with gigantork level, nothing... :0(
EDIT: Also tried both levels in TGB v1.1.1, same difference :0(
10/31/2006 (2:22 pm)
Hi Tom,Movement Keys set are Up/Down/Left/Right (moveUp/moveDown/moveLeft/moveRight)
Action Keys set are Space/Return/Apostrophe (Jump/Shoot/Strafe)
MouseX/MouseY (moveX/moveY)
pretty much all the default settings
I tried remapping these to the above, as well as to new unassigned keys, turning on/off the num lock/caps, still no joy?
Another thing, when i change movement keys to (for example. T/G/F/H for up,down,left,right respectively) once i quit and restart the demo, the settings are reset to the default?
Also, when I jump, the character moves backwards a little, is this correct (facing the front by default)
There are no errors in the console other then the fact that the buttons don't have a _i (inactive) graphic...
EDIT: Also tried deleting all the dso's, no change and created a new adventure kit project, open start.t2d, runned the program and still the same problem :0(
EDIT: Also tried the above with gigantork level, nothing... :0(
EDIT: Also tried both levels in TGB v1.1.1, same difference :0(
#3
10/31/2006 (3:45 pm)
What sort of specs on your machine? Mac or Windows? Are you seeing any interesting debug spew in the console log?
#4
10/31/2006 (3:51 pm)
Windows XP Home SP2. AMD Sempron 3000+ 2.0ghz, 768ram DirectX 9.0c, 3d blaster 5 fx5600 (128mb) Quote:There are no errors in the console other then the fact that the buttons don't have a _i (inactive) graphic...nothing of interest is shown in the console, also tried all the above in TGB v1.1.1 and created new projects based on the adventure kit and still no character movement. Re-Installed, restarted, same thing...
#5
Let's try modifying the input.cs script to add an echo statement into the moveLeft() command.
If you run with this modification you should see the output echoed into the console when you press the left key. This tells us if the input is working and it's an issue further up in the player movement code.
10/31/2006 (9:39 pm)
This is a tough one... i assume that the input works with the other TGB demos?Let's try modifying the input.cs script to add an echo statement into the moveLeft() command.
function moveLeft( %val )
{
echo( "moveLeft = " @ %val );
$moveX = -%val;
}If you run with this modification you should see the output echoed into the console when you press the left key. This tells us if the input is working and it's an issue further up in the player movement code.
#6
Anyhow, it shows moveLeft = 1 when the key is held down and then 0 when released, this is also the case for all the other directions...
11/01/2006 (4:56 am)
If there's a tough one, i've had em'. On a older versions of TGB, i was pretty much the only one who's levels/projects changes wouldn't update or save automaticially causing a necessary hack a script file to fix the problem! :0|Anyhow, it shows moveLeft = 1 when the key is held down and then 0 when released, this is also the case for all the other directions...
#7
11/02/2006 (2:10 am)
Anymore ideas, an alternative move system perhaps, some script fix, anything?
#8
If your not getting a velocity when you apply input to the player then it's in the velocity calculation.
11/02/2006 (8:38 am)
Well... if your getting keyboard input then you must look further up the system. The $moveX/$moveY are combined in the script function Player::getMove() and then used in Player::update(). Around line 181 of player.cs in Player::update() put the following...%strafe = getWords( %move, 4 );
if ( %this.isControlled )
echo( "Player Vel: " @ %vel );
else
echo( "AI Vel: " @ %vel );If your not getting a velocity when you apply input to the player then it's in the velocity calculation.
#9
Just in case (although your probably working from the same thing), here's the code i'm working off (getMove() & update() functions). I pasted the test code at line 188, just after the '%strafe = getWords( %move, 4 );' in update():
Admin: Posting Source code where non AdvKit owners can view it is against the EULA of the product. Please contact the developer via the support tool on the support page if you need help. Thanks. -TA(GG)
Hope this helps and Thanks for all your help thus far. :0)
11/02/2006 (4:16 pm)
I get a velocity calculation from the AI player(s) only? Nothing comes up for the Player? What the torque is going on? :SJust in case (although your probably working from the same thing), here's the code i'm working off (getMove() & update() functions). I pasted the test code at line 188, just after the '%strafe = getWords( %move, 4 );' in update():
Admin: Posting Source code where non AdvKit owners can view it is against the EULA of the product. Please contact the developer via the support tool on the support page if you need help. Thanks. -TA(GG)
Hope this helps and Thanks for all your help thus far. :0)
#10
11/02/2006 (4:25 pm)
I changed the %vel to %vel = "20 20"; and got player movement (down corner to be precise), so I think there's something wrong with the '%vel = t2dVectorScale( %traj, %this.runSpeed );' command.
Associate Tom Spilman
Sickhead Games