GUI & Radar Mashed Potato
by Christian Coyle · in General Discussion · 12/17/2008 (8:39 am) · 3 replies
Hello guys! I am using torque game engine version .1.5.2.
My question is:
1. If I want to allow a player to control a GUI object.
2. That manipulates a Radar to show enemies.
3. And shows all but one selected player from the effect.
Does anyone know the formula for this GUI & Radar Mash up?
This is called (you guessed it, Unmanned Aerial Vehicle)
The UAV is to be a script triggered by one player who holds the power to do so, not seen as a visable object.
Commander (Main Player) >>Event triggered >> Players in team sees enemies >> Event stops
<< Can be triggered again <<
I probably will need to write a new datablock for this, yummy :D
Thanks!
My question is:
1. If I want to allow a player to control a GUI object.
2. That manipulates a Radar to show enemies.
3. And shows all but one selected player from the effect.
Does anyone know the formula for this GUI & Radar Mash up?
This is called (you guessed it, Unmanned Aerial Vehicle)
The UAV is to be a script triggered by one player who holds the power to do so, not seen as a visable object.
Commander (Main Player) >>Event triggered >> Players in team sees enemies >> Event stops
<< Can be triggered again <<
I probably will need to write a new datablock for this, yummy :D
Thanks!
#2
That sounds exactly the way it should be, because you have opened me up to the idea of allowing players to be the UAV.
So then I could make a 3D model, and then create a new datablock for it, and link it to the radar shown onto other players GUI.
Thanks Edward! :D
Any other ideas?
12/17/2008 (9:42 am)
You know Edward, That sounds exactly the way it should be, because you have opened me up to the idea of allowing players to be the UAV.
So then I could make a 3D model, and then create a new datablock for it, and link it to the radar shown onto other players GUI.
Thanks Edward! :D
Any other ideas?
#3
12/17/2008 (10:10 am)
Maybe adding a tiny remote eye view from the UAV to assist the player with the controls, just alike a real UAV. Add in a battery life and like i said some limited ammo for onboard weapons, either a cannon varient or a missle varient.. and then it would be a entire class of player.. they are considered real pilots in the real military, if thats the approach you are gearing for. then you might as well take it all the way.. without knowing more about your game, its hard to suggest more beyond that. Im a military tech guru, so i keep up with all the gadgets, gizmos and weapons on the battlefield, from UAVs to particle weapons. (yes the military has already begun work to deploy particle and laser weapons on a military battlefield) the tank particle weapon i have seen pictures of the prototypes, its largest drawback is the need for a power supply trailer (basically a mini eletric genetrator and capacitors)
Torque 3D Owner Edward
Basically player launchers the UAV, has the gui object pop up.. now rather then switching the view points. simply have the view remain on the playerwith the gui in a large command map/radar gui. Then have the player move as per a vehicle.. with the instruments on the side, indicating altitude and any weapons it might have (ala global hawk, penetrator, or pegasus class UAV)