Platforms Players can Ride Version 1.1
by Cinder Games · in Torque Game Engine · 01/27/2007 (4:34 pm) · 268 replies
Platforms Players can Ride Version 1.2!!!!!!
with Dynamic object Attachment
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##This post has been edited and updated 2/13/07 ##
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Here's the new and improved files you'd need.
Version 1.2
subvoicestudios.com/~ramensama/torque1.5.2.zip
1.7.2008
What's new? There are several new features and improvements.
1) Removed or reduced jitter caused by multiple players on a platform
2) Support for new items on platforms. Now Items, Shapes, lights, particle emitters, and possibly others!
3) Object to object Attachment. Players can now attach Items, shapes, etc to them. Even the attached objects can attach more objects to themselves!
4) Reduced the number of code changes.... a little.
This must be extracted in the base torque directory where it's installed...
c:/torque
or whatever. it's designed to simply overwrite a stock install of torque.
Afterwards you must add pathshape.cc and pathshape.h to your project in visual studio or whatever.

To attach an object, you must use this syntax:
ParentObject.attachChild(ChildObject);
So if you want to attach an item to the player, move the player towards the object, press F11 to get the object ID. Press ~ and type in $player.attachchild(ObjectID);
The item is now attached to the player.
$player.detachchild(ObjectID); is how to remove the object.
Ancient Versions of the code can be found here.
These are version 1.1, not the newest version and probably have bugs that the newer code does not.
Here's a link to the new updated code. It's for torque 1.4...
subvoicestudios.com/~ramensama/torque.zip
And for Torque 1.5
subvoicestudios.com/~ramensama/torque1.5.zip
with Dynamic object Attachment
###################################
##This post has been edited and updated 2/13/07 ##
##################################

Here's the new and improved files you'd need.
Version 1.2
subvoicestudios.com/~ramensama/torque1.5.2.zip
1.7.2008
What's new? There are several new features and improvements.
1) Removed or reduced jitter caused by multiple players on a platform
2) Support for new items on platforms. Now Items, Shapes, lights, particle emitters, and possibly others!
3) Object to object Attachment. Players can now attach Items, shapes, etc to them. Even the attached objects can attach more objects to themselves!
4) Reduced the number of code changes.... a little.
This must be extracted in the base torque directory where it's installed...
c:/torque
or whatever. it's designed to simply overwrite a stock install of torque.
Afterwards you must add pathshape.cc and pathshape.h to your project in visual studio or whatever.

To attach an object, you must use this syntax:
ParentObject.attachChild(ChildObject);
So if you want to attach an item to the player, move the player towards the object, press F11 to get the object ID. Press ~ and type in $player.attachchild(ObjectID);
The item is now attached to the player.
$player.detachchild(ObjectID); is how to remove the object.
Ancient Versions of the code can be found here.
These are version 1.1, not the newest version and probably have bugs that the newer code does not.
Here's a link to the new updated code. It's for torque 1.4...
subvoicestudios.com/~ramensama/torque.zip
And for Torque 1.5
subvoicestudios.com/~ramensama/torque1.5.zip
#22
03/01/2007 (7:58 am)
I could mirror them if I had them.
#23
03/02/2007 (9:23 am)
Hey Ramen. I got my platform to function as a top to bottom elevator but it has a couple of bugs that you may know how to fix. For one, my player is immobile while riding the elevator and all he can do is spin around in place. Also, when the player gets on it at the bottom floor to go up, he falls through the platform and goes back down. I'm not sure why this happens.
#24
Is this being applied to a stock torque build? or have some other changes taken place?
03/02/2007 (4:43 pm)
No clue why. the player is able to walk around, jump or whatever else is needed. So i'm willing to bet something else is astray.Is this being applied to a stock torque build? or have some other changes taken place?
#25
03/04/2007 (2:37 pm)
Any word on the multiplayer interpolation issues?
#26
03/04/2007 (5:04 pm)
Anyone got this wokring in TGEA? Would it require alot of work?
#27
I haven't a way to test multiplayer issues. So far i've only heard one person say there was a problem. Could have been a problem they created.
03/04/2007 (6:56 pm)
@RossI haven't a way to test multiplayer issues. So far i've only heard one person say there was a problem. Could have been a problem they created.
#28
There have been changes to the engine. We suspect it might be the camera we are using (which was switched).
03/05/2007 (11:15 pm)
@ RamenThere have been changes to the engine. We suspect it might be the camera we are using (which was switched).
#29
03/13/2007 (6:29 pm)
Can not seem to download the link for 1.5
#30
03/14/2007 (12:51 am)
Might be a transitory problem, it's working for me.
#31
03/14/2007 (2:15 am)
I was trying to do the temp one in the middle post, the regular one at the top is working.
#32
03/14/2007 (6:49 am)
Sorry bout that guys.... i host these files on my personal PC, so sometimes the ip changes before i catch it, in the post above, the link was invalid cause it didn't have the http port in the link. it works now.
#33
03/25/2007 (6:53 pm)
Im having a problem where my platform (really and airplane) isnt rotating with the path. It looks pretty stupid when an airplane flys backwards. The plane stays in a stuck facing forward position. How do I make it rotate as the path does?
#34
pathshape object will rotate acording to the direction the arrow is pointing. so you'll need to rotate each marker to point towards the next marker.
03/27/2007 (3:23 pm)
Well that's an issue with the pathshape. Take a look at each of the markers you create while making a path. they all have arrows.pathshape object will rotate acording to the direction the arrow is pointing. so you'll need to rotate each marker to point towards the next marker.
#35
03/30/2007 (4:03 pm)
Hey Ramen not sure if this was mentioned elsewhere but on my platform that acts like a ferry (horizontally) the player isn't bounded to it and you have to move him or else he slides off of it. There must be an easy fix to this right?
#36
03/30/2007 (4:16 pm)
Hey Ramen not sure if this was mentioned elsewhere but on my platform that acts like a ferry (horizontally) the player isn't bounded to it and you have to move him or else he slides off of it. There must be an easy fix to this right?
#37
2 players are in a mission, 1 jumps on the platform and flys out of sight, but about 1 second after the player on the platform goes out of sight from the 1 on the ground, the guy on the ground crashes. I honestly have no idea what would cause that. Any ideas?
03/30/2007 (6:04 pm)
Im having a problem. Heres the situation:2 players are in a mission, 1 jumps on the platform and flys out of sight, but about 1 second after the player on the platform goes out of sight from the 1 on the ground, the guy on the ground crashes. I honestly have no idea what would cause that. Any ideas?
#38
The player should be bound to the pathshape object. if not, then the code changes weren't successful.
@adam
No clue what would cause that one.
03/31/2007 (3:43 pm)
@markThe player should be bound to the pathshape object. if not, then the code changes weren't successful.
@adam
No clue what would cause that one.
#39
04/02/2007 (10:57 pm)
That's what I thought because we had to put your code in manually since our engine was having trouble handling all of it. Do you happen to know where that snippet of code is for the bounding?
#40
%platform.attachchild(%player)
its there in the supplied player.cs file.
04/03/2007 (10:19 am)
Well in the player.cc file, there's a raycast that checks if the player is above a movable surface. If so, it does a call back, onmovablesurface i think it what i called it. it's there where the binding process occurs. basically it is a script call like this%platform.attachchild(%player)
its there in the supplied player.cs file.
Torque 3D Owner Jay Verba
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