Game Development Community

Flying Vehicle following a path

by Gustavo Boni · in Torque Game Engine · 03/29/2007 (12:16 pm) · 7 replies

Hey guys,

I'm trying to get a flying vehicle following a path. Is it possible?

I've tried to create a AiPlayer with a FlyingVehicle Datablock and it didnt work.

Any idea?

Thanks in Advance.

#1
03/29/2007 (12:23 pm)
@Gustavo

I'm interested in this as well. However, Martin Schultz might be working on something relevant to your question. Here's a link to his .plan . . .

www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=12287
#2
03/29/2007 (12:32 pm)
Thanks Aaron. As i could see, i will need to make changes to the source code, right? Torque doenst support it out the box.
#3
03/29/2007 (1:03 pm)
So, no way to make it only by script?
#4
03/29/2007 (2:41 pm)
Scriptable, maybe yes, maybe no.

There are some very nice ground-based script-only AI resources. Killer Kork is the best of those, in my opinion. T

And flying vehicles are already in the engine and available through script. So with those bits of information in mind, it's not a stretch to imagine that a good script-only solution *might* be possible for air AI.

Of course Killer Kork and any Air AI resources would probably perform better if integrated into the source code instead of script.

Anyway, it looks like it might be an interesting experiment for someone.
#5
03/29/2007 (3:43 pm)
Ok, but why AiPlayer doesnt accept other datablock type like the FlyingVehicle? Or am i missing something?

I mean, look this code:

%player = new AiPlayer() {
      dataBlock = DemoPlayer; //DemoPlayer is a PlayerData Datablock
      path = "";
   };

Yea, that works perfectly.

However, if i do that:

%player = new AiPlayer() {
      dataBlock = Bird; //Bird is a FlyingVehicleData Datablock
      path = "";
   };

It doesnt work. I got a lot of messages saying %player doesnt exists.

Am i missing something?
#6
03/29/2007 (4:05 pm)
It' looks like you're mixing and matching two very different things. AiPlayers have some degree of self-guidance. Flying vehicles are shells that require some guiding intelligence.

However, it looks like all you want is a bird/ambient creature following a looped infinite path without making any decisions or deviating from the path. If that's the case, then you probably need to look into the bravetree environment pack. Or . . .

You could just model / build a bird character that is set way higher than any humanoid character, export him, and replace kork with the bird. That *should* be a simple, but imperfect solution if you just want a dumb ambient "flying" creature. Since the character mesh would be set so far above the base of the complete .DTS shape, it would appear to be flying over the ground and following the terrain.

Again, this is just a rough idea. I still may not understand your desired end result.
#7
03/29/2007 (4:13 pm)
Yea, exactly that Aaron, thank you very much.

I made a good search minutes ago and found a resource with the solution: The Flight Compendium

Thanks for the help.