Elevators/Doors in 1.5
by Matt Monforte · in Torque Game Engine · 12/05/2006 (1:14 pm) · 2 replies
1.5 is the first verson of Torque i've perchased, from searching around i've seen that in previous versions code for elevators and doors was not included and those sources seemed to be 1-2 years old. Are doors/elevators now included in 1.5, or easily achievable? I remember using elevators in good old Tribes 1, giving the elevator object 2 or more points within the mission editor to travel between.
I found this in the hammer fdg:
// --------------------------------------------------------------------------
// Doors, elevators, etc...
// --------------------------------------------------------------------------
@SolidClass = Door_Elevator : "Door or Elevator"
[
name(string) : "Name" : "MustChange"
path_name(string) : "Path subscription" : ""
trigger0_name(string) : "Trigger 0" : ""
trigger1_name(string) : "Trigger 1" : ""
trigger2_name(string) : "Trigger 2" : ""
trigger3_name(string) : "Trigger 3" : ""
trigger4_name(string) : "Trigger 4" : ""
trigger5_name(string) : "Trigger 5" : ""
trigger6_name(string) : "Trigger 6" : ""
trigger7_name(string) : "Trigger 7" : ""
]
@SolidClass = Force_Field : "Force Field"
[
name(string) : "Name" : "MustChange"
color(color255) : "Field color" : "125 216 232"
trigger0_name(string) : "Trigger 0" : ""
trigger1_name(string) : "Trigger 1" : ""
trigger2_name(string) : "Trigger 2" : ""
trigger3_name(string) : "Trigger 3" : ""
trigger4_name(string) : "Trigger 4" : ""
trigger5_name(string) : "Trigger 5" : ""
trigger6_name(string) : "Trigger 6" : ""
trigger7_name(string) : "Trigger 7" : ""
]
I found this in the hammer fdg:
// --------------------------------------------------------------------------
// Doors, elevators, etc...
// --------------------------------------------------------------------------
@SolidClass = Door_Elevator : "Door or Elevator"
[
name(string) : "Name" : "MustChange"
path_name(string) : "Path subscription" : ""
trigger0_name(string) : "Trigger 0" : ""
trigger1_name(string) : "Trigger 1" : ""
trigger2_name(string) : "Trigger 2" : ""
trigger3_name(string) : "Trigger 3" : ""
trigger4_name(string) : "Trigger 4" : ""
trigger5_name(string) : "Trigger 5" : ""
trigger6_name(string) : "Trigger 6" : ""
trigger7_name(string) : "Trigger 7" : ""
]
@SolidClass = Force_Field : "Force Field"
[
name(string) : "Name" : "MustChange"
color(color255) : "Field color" : "125 216 232"
trigger0_name(string) : "Trigger 0" : ""
trigger1_name(string) : "Trigger 1" : ""
trigger2_name(string) : "Trigger 2" : ""
trigger3_name(string) : "Trigger 3" : ""
trigger4_name(string) : "Trigger 4" : ""
trigger5_name(string) : "Trigger 5" : ""
trigger6_name(string) : "Trigger 6" : ""
trigger7_name(string) : "Trigger 7" : ""
]
About the author
#2
Actually look what i've found :D
http://www.garagegames.com/mg/forums/result.thread.php?qt=47074
Perhaps this will work, i just wonder if it can alter the rotation of the object from waypoint to waypoint aswell. I'll be sure to try it when i can.
12/05/2006 (1:30 pm)
In the end what I was trying to accomplish was a boat, that would take the player from x to y, with pauses at each stop. Basically an elevator, modeled to look like a boat, that was my intention.Actually look what i've found :D
http://www.garagegames.com/mg/forums/result.thread.php?qt=47074
Perhaps this will work, i just wonder if it can alter the rotation of the object from waypoint to waypoint aswell. I'll be sure to try it when i can.
Zod
An elevator.. well thats a bit more difficult. I would create a vehicle class for those, that follow paths.