Changing the time between shots
by Algoma U · in Torque Game Engine Advanced · 05/01/2009 (8:51 pm) · 7 replies
Hi,
I've been modifying the stronghold demo and I'm pretty much finished my game. I've just doing a few refinements and I was wondering if anyone knew how to change the time between shots. For example, when the player shoots he has to wait about a second before he can fire again. If I wanted to change this to 0.2 seconds is this possible?
Cheers,
Tommy.
I've been modifying the stronghold demo and I'm pretty much finished my game. I've just doing a few refinements and I was wondering if anyone knew how to change the time between shots. For example, when the player shoots he has to wait about a second before he can fire again. If I wanted to change this to 0.2 seconds is this possible?
Cheers,
Tommy.
#2
Anyhow... (EDIT)Aw Steve beat me to it..
05/01/2009 (9:08 pm)
At first i thought this was a question about drinking alcohol, and being Im a professional at alcohol consumption was excited at the opportunity to reply on a subject that i hold dear.Anyhow... (EDIT)Aw Steve beat me to it..
#3
05/02/2009 (11:28 am)
Sweet! It worked great. I just changed the timeout values in the fire and reload animations in the state machine. One question though, I want to change the firing time based on what type of character is being used. Is there a way to change this outside the datablock and say inside player.cs?
#4
Medium answer: create a unique weapon with the settings you want for each player-type. You'll need to come up with a method of determining the desired weapon image per player upon pick-up of the weapon item. Tedious at best.
Long answer: is really complicated.
05/02/2009 (12:02 pm)
Short answer: no.Medium answer: create a unique weapon with the settings you want for each player-type. You'll need to come up with a method of determining the desired weapon image per player upon pick-up of the weapon item. Tedious at best.
Long answer: is really complicated.
#5
05/02/2009 (1:32 pm)
Hmm... I was thinking about making unique weapons but I was hoping for a more elegant method. Okay, thanks for the help!
#6
I often build generic datablocks, so to clone and modify specific needs from them(my TGEA1.8.1 Material setup have deep foundation in this ability). EDIT: have not tested this dynamically
05/02/2009 (3:37 pm)
You may be able to clone and modify the original datablock as per need. EDIT: dynamically I often build generic datablocks, so to clone and modify specific needs from them(my TGEA1.8.1 Material setup have deep foundation in this ability). EDIT: have not tested this dynamically
#7
05/04/2009 (10:24 am)
Like Caylo said, you can easily create multiple datablocks with slight changes between them by using the clone/copy syntax:datablock ShapeImageData(foo) {
<foo parameters go here>
};
datablock ShapeImageData(bar : foo) {
<bar will copy all of foo's parameters automatically>
<you can change only the ones you need here>
};
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