need help new guys.
by ian prescott · in General Discussion · 04/24/2011 (12:41 pm) · 5 replies
hi iv been looking at torqe 3d and wondering if its my kind of engine. im lookin for a fps base game, where i can create a world with sectors\countries. the players can join alliances and take over sectors and gain resources. not lookign for massive ppl in 1 sector max 100-150. 1 main thing tho i wonder if torqe can do it is vehicles, liek say a tank with 6 positions. 4 mg's, a driver, and main gunner. all doin there jobs in the same vehicle at the same time. thanks guys just wondering if torqe can do this before spending $100.
#2
04/24/2011 (2:02 pm)
ok thanks man ill think ill buy it. :)
#3
Easy? not by a long shot.
04/26/2011 (12:34 am)
Most of this was done in tribes 2, this engine is basically based on the same engine, so yeah, doable.Easy? not by a long shot.
#4
It is limited by the bandwidth and CPU requirements of the server and the rendering capabilities of the clients.
05/02/2011 (6:06 pm)
There is no explicitly hardcoded limit to the number of players you can have in Torque.It is limited by the bandwidth and CPU requirements of the server and the rendering capabilities of the clients.
#5
I too want to multicrew my tanks. Gunner, driver, commander and hull mg/radio operating guy. The loader would be too boring I think and difficult to implement. Getting a realistic tank into Torque will be the real problem though, something based off of the vehicle code. I'm currently working on(among other things) a trackedVehicle which is based off of wheeledVehicle. Might have to buy the Tank pack to see how they're doing it, but I think it's based on the player code.
05/03/2011 (7:38 pm)
That's what I thought Matt. People keep saying 64 or 128 players, but I remember from years ago a GG employee saying exactly what you just said.;)I too want to multicrew my tanks. Gunner, driver, commander and hull mg/radio operating guy. The loader would be too boring I think and difficult to implement. Getting a realistic tank into Torque will be the real problem though, something based off of the vehicle code. I'm currently working on(among other things) a trackedVehicle which is based off of wheeledVehicle. Might have to buy the Tank pack to see how they're doing it, but I think it's based on the player code.
Associate Michael Hall
Distracted...
Missions/levels take place on pre-defined maps. The alliance (teams) and resource allocation aspect of gameplay are simple exercises in script.
A tracked vehicle such as a tank doesn't come stock with Torque, but it can and has been done. Stock vehicle classes include wheeled, hover, and flying. Vehicles can have any number of mount points for personnel onboard - these mount positions are setup on the model as special nodes. The example scripts default to simply mounting a driver or pilot position, but it's a simple matter to extend the basic mounting functionality to allow for passengers and to also allow these passengers to fire their individual weapons or take control of certain vehicle weapons. There is also a turret Resource that allows turrets (usually controlled by a passenger) to be mounted to a vehicle.
Almost everything you describe/desire can be done in script, but source code modification will be needed for tracked vehicles such as a tank and the turret implementation.