Better understanding coding paths
by rennie moffat · in Torque Game Builder · 03/23/2010 (6:46 am) · 3 replies
I am building a path however the documentation on it seems quite thin. Currently I need an object to choose a direction when he hits a node. So picture a car reaching an intersection, the car must then choose left, right or straight ahead. If anyone could help me with this I would appreciate it. As I say it is not so much the choosing of a random direction but simply learning the ins and outs of paths.
Thanks,
Ren
Thanks,
Ren
About the author
My thanks to Garage Games and the Garage Games Community combined with owned determination I got one game up, Temple Racer and I am looking to build more interesting, fun games for the mass market of the iOS app store.
#2
07/01/2010 (2:20 am)
I gave up on paths probably right after this post (march). I created my own system of sceneObjects as nodes and simply instructing my object, which needs to move on a "path" to move from one node to the next. It works. If you want more detail I can give it.
#3
07/01/2010 (8:42 am)
Here is my code for the Wraith alien in sector 6. I was having a bunch a problems until I generated the path object in script. I left behind the prototype path in the editor because I couldn't figure out how to create a new node from scratch.function SectorLevel::initWraithPath(%this,%alien)
{
%wraithPath = new t2dPath() {
scenegraph = sceneWindow2D.getSceneGraph();
pathType = "CATMULL";
};
for (%i = 0; %i < wPath.getNodeCount(); %i++)
%wraithPath.addNode(wPath.getnode(%i));
%wraithPath.Position="0 0";
%wraithPath.attachObject(%alien, %alien.speed, true, 0, 2, "WRAP", true);
%wraithPath.setLoops(%alien,-1);
%wraithPath.setOrient(%alien, false);
%rnd=getRandom(0,1);
%wraithPath.setMoveForward(%alien, %rnd);
%wraithPath.size="175 175";
%alien.path = %wraithPath;
}
Torque Owner Glenn Thomas