Game Development Community

Merging Missions

by Alexander B · in Torque Game Engine · 11/18/2008 (2:36 am) · 12 replies

Is it possible to merge 2 missions together in the same game so that one game could have like 100 different missions? Also what is with the red grid.How do i make the red gride bigger? Because if i can it will save a lot of time. Thanks in advance.

#1
11/19/2008 (6:56 am)
You can have as many missions as you like in a game -- but only one at a time. I don't understand the question.

While in the editor there is a red and a green grid (I'm colorblind - so I'm not sure which one is which). One of them represents the mission area and there are some code callbacks that can do something when you go outside of the mission boundary - think of it as a giant trigger surrounding the play area. The other grid is the terrain area. Look closely and you'll see that the terrain starts repeating at that point. You can alter the mission area boundary from inside the editor - it's the Mission Area Editor window. To alter the size of the terrain means you would have to change the sqaresize field for the Terrain block in the World Editor Inspector.
#2
11/19/2008 (10:09 pm)
I mean as in putting heaps of missions in so wehn the player reaches a certain point the agme will trigger the next area/mission. Im making ann mmo and i want it to be like that. Oh and thanks for telling me about the gird :)
#4
11/19/2008 (11:45 pm)
There's several ways of doing that. The easiest way in stock Torque is to simply place triggers at level load areas and then load the next mission at that point. Clunky but it works and there's a resource around here that does just that but the name of it escapes me at the moment. But if you are talking about dynamic loading (paging) of surrounding areas (zones) and on-the-fly streaming of the contents of a zone as needed then that functionality will have to be added to Torque - doable but takes time and code.

Oh, and after re-reading your initial post I see that you have the idea that increasing the squareSize of the terrain will give you a larger terrain area more quickly. This it will but there is a trade-off in less terrain complexity and texture detail in TGE. But that's not really as much of an issue in TGEa as MegaTerrains and/or Atlas terrains can get around those limitations. In fact you can actually link several MegaTerrains together rather easily. But you'll still need to add a paging system for zones and content. This may be something for you to look into since from recent GG comments it looks like TGE is dead in the water.

I'm not making a MMO but I did want a large expansive environment. I opted for one huge Atlas terrain that represents a super continent and came up with a method of dynamically loading statics, interiors, and AI based on visible area radius.

EDIT: James' link is a resource I haven't seen before and seems like it would work also. So I guess there are several alternatives that do similar things so far as that kind of level-loading goes.
#5
12/01/2008 (12:54 am)
I edited the sqare size but that only increased the size of the terrain. How i make the red grid bigger?
#6
12/01/2008 (5:32 am)
Quote:While in the editor there is a red and a green grid (I'm colorblind - so I'm not sure which one is which). One of them represents the mission area and .... The other grid is the terrain area .... You can alter the mission area boundary from inside the editor - it's the Mission Area Editor window. To alter the size of the terrain means you would have to change the sqaresize field for the Terrain block in the World Editor Inspector.
#7
12/02/2008 (1:10 am)
Ahhh I didn't see the "You can alter the mission area boundary from inside the editor - it's the Mission Area Editor window" Problem solved thankyou michael :)
#8
12/21/2008 (3:44 pm)
I still ma having a problem with the trigger. I need to get it done ina couple of hours. Smeone please tell me a good resource on how to do it.
#9
12/21/2008 (4:21 pm)
I still am having a problem with the trigger. I need to get it done in a couple of hours. Someone please tell me a good resource on how to do it.
#10
12/23/2008 (3:18 am)
Anyone?
#11
12/27/2008 (2:04 am)
Do you mean the resource James posted? What trouble are you having specifically?
#12
12/29/2008 (5:11 pm)
I am stuck at

Inside the mission, you add a spawnpoint with the list name 'spawnsphere_name' INSIDE the mission group "MissionGroup/PlayerDropPoints" (specified in the pickSpawnPoint(),%groupName variable).
...and that's it! The link between scenarios and missions is at large.

I have no idea how to do that.