Game Development Community

Entering/exiting vehicles, and other vehicle-related questions.

by Maddermadcat · in Torque Game Engine · 04/13/2007 (1:02 pm) · 8 replies

I looked at the Multi-Gametype FPS starter kit a while ago, and the vehicle mounting mechanics seem a little...half-assed, to be blunt. Is it just the way the MG Starter works, or is it how it works in torque? The problem is that you have to wait to enter the vehicle, and the player fades in or out when he exits or enters the vehicle. The player also has a tendency to appear way too far from the vehicle:

img339.imageshack.us/img339/3581/buggyenterqz9.jpg This is where the vehicle was...
img19.imageshack.us/img19/1425/buggyexitnb9.jpg ...and that's where the player shows up after dismounting. It would get quite irritating, I think.

Unmounting is also impossible while the vehicle is in motion. Is there a way to fix these issues?

Now for a few questions about the controls... Can I make torque use the same key to enter and exit the vehicle? Also, is there any way to bind the camera to the vehicle's turret?

And finally, does anyone know where I can see examples of Torque's hover and flying vehicles in action?

#1
04/13/2007 (5:05 pm)
You can control your vehicle behaviour however you choose.

The starter kit you mention is just one example, designed to help beginners get started. Personally, I think it's a damn good kit and am thankful that some community members are willing to go well beyond the call of duty.

Using only script, you can easily allow the player to dismount vehicles whilst moving. You can use the same key to mount/dismount a vehicle. The camera/turret thing is possible but best tackled in source (although you could script it if that's more your style).

There's plenty of resources available for vehicles, including flying/hover vehicles. If you search this site with some keywords like "vehicle", "car", "fly" etc you will find most of what you need.
#2
04/13/2007 (6:52 pm)
Thanks for your answer, Tim. =)

Yeah, the kit is great, it's just the vehicle mechanics that I have a problem with. =\
#3
04/16/2007 (12:47 pm)
I have another question... Has anyone made a working walker vehicle? If so, how'd you do it?
#4
04/16/2007 (1:22 pm)
You mean a mech style. it can be done. just use a mount funtion. and you will need the model to haveall the approiate nods for vision and such
#5
04/16/2007 (7:09 pm)
Well, not the kind of mechwarrior/battletech mech with the rotating torso, but rather the Warhammer 40,000 dreadnought-style mech. I'm just curious how I'd make it... How would I set that up? (Essentially a giant player-style vehicle.)
#6
04/19/2007 (5:34 am)
Sorry to bump, but can anyone else help? =\
#7
04/19/2007 (5:42 am)
It's not a trivial task.

You would have to code in a new vehicle/player class for the mech unit (this would involve physics, torso twisting animations plus all others, jetting etc), correctly set up a mesh which accommodated your code and the list goes on.

It's not the type of thing someone can answer with a few simple steps in a forum post. You're going to have to do some serious coding or find someone who could code it for you.
#8
04/23/2007 (2:38 pm)
Once again, I'm not looking for complex physics, torso twisting, or jetting. Just a giant player that you can mount as a vehicle. =\