Game Development Community

Weapon Tutorial

by Christopher Figueroa · in Torque 3D Professional · 02/12/2010 (8:35 pm) · 6 replies

Can someone just make a quick tutorial on how to copy the weapon scripts and datablocks that are already there and altering them to make different guns etc. I think this would benefit the community a lot so if someone could take the time for that I would love it! please!

#1
02/12/2010 (9:12 pm)
There's some resources for this - which is how I learnt. linky to the old one I have bookmarked
#2
02/22/2010 (8:19 am)
torque 3d is so changed that the guide you linked steve isnt relevant. Somone needs to make a new guide =D pleeeeas
#3
02/22/2010 (11:59 am)
It's perfectly relevant.

90% of that link is exactly the same, and the obvious differences of file locations can all be seen by just looking in the directory and at the relevant stock files.

The only new node for modeling not mentioned in the old guide is "RetractionPoint", which you don't require if you're using "muzzlePoint".
#4
02/22/2010 (3:32 pm)
Steve is right though i would garner to say 95% is relevant, scripting really hasn't changed just the directory structure....
#5
02/22/2010 (6:12 pm)
What's retraction point?
#6
02/22/2010 (8:35 pm)
Bumps the weapon back on collision when using eyeoffset no further than that node before weapon tip penetrates scenery. Or just use muzzlePoint to force collision all the way back so it never penetrates scenery.

Check out the stock rocketlauncher in Shape Editor.