Game Development Community

Triggering events at a certain point in animation

by Maddermadcat · in Torque Game Engine · 05/04/2007 (8:59 pm) · 7 replies

So... Basically, I created an "orbital strike," a blast that is shot by a sattelite orbiting the planet. The blast itself is animated, and looks quite good in my opinion, but I'd like to know how I can get the blast to create certain objects at different points in the animation, and destroy itself when the animation ends. For example, when it's created, an explosion is created at the bottom, and later a decal projector that leaves a "crater" decal at the blast's location.

Anyway, I'd really appreciate some help. Thanks in advance. =)

#1
05/09/2007 (6:03 pm)
Sorry to bump, but I'd really like it if someone could answer my question.
#2
05/10/2007 (12:40 pm)
You could write a function to leave a decal 'crater' and schedule it for the length of your animation.
#3
05/10/2007 (1:52 pm)
Take a look at how the footsteps are done in the Player class. They are triggered by markers in the player's animations.
#4
05/10/2007 (5:46 pm)
The footprints are created automatically by the engine when it sees a trigger in the animation, aren't they? I'd rather do this through script, if possible. =)
#5
05/10/2007 (5:52 pm)
I'm no coder but what ye wantin to do is easy using AFX:

http://www.garagegames.com/products/127/

You can like storyboard the whole animation and have access to timelines and all of the good stuff afaik.
#6
05/10/2007 (7:09 pm)
If you're using real animations, then you could try using the technique in this resource, which makes use of animation triggers that can be set using the animation program.
#7
05/12/2007 (8:25 pm)
@Thak: I've used up enough money already, AFX might be a bit much at this point. =P
...but I might look into it.

@Rubes: Thanks, I'll see if that works out...

Really, all I'm thinking is wait for a set time, then create a decal projector. =\