Threads: Starting/Stopping:
by Rex · in Torque Game Engine · 04/22/2005 (6:30 am) · 2 replies
Is it possible to run an animation and stop it along it's timeline and then have it continue along to it's finish, without resetting?
I have a staticShape object, a trough of water which is animated to have it's waterlevel rise/fall to a full or empty state.
I also have another object, a handpump object that has a cyclic animation of it working.
What I am trying to accomplish is have the the water level rise, but only while the pump is being in it's 'interact' state of functioning. So I guess my question is also can a .dts shape with an animation, trigger a function to create a trigger[which would refill your canteen, for example]? Or fire a Trigger, like the player's footsteps? or would this require Source changes? Again, I'd like to have an animationThread run on a start/stop toggle with a keybind.
My other thought is to combine both shapes into one Scene and export as a single object, skipping the cyclic pump for one long single run, appearing cyclic. Again, using a start/stop to fill the trough to the sequences end.
thanks
...of course it gets more complicated, instead of a animated stream of water out of the pump, I'd like a particle sytem attached to the spout. Is it as simple as attaching a special Node to the shape? and scripting the particle systems? It would be nice to trigger the particle system with a trigger Track in the sequence.
I have a staticShape object, a trough of water which is animated to have it's waterlevel rise/fall to a full or empty state.
I also have another object, a handpump object that has a cyclic animation of it working.
What I am trying to accomplish is have the the water level rise, but only while the pump is being in it's 'interact' state of functioning. So I guess my question is also can a .dts shape with an animation, trigger a function to create a trigger[which would refill your canteen, for example]? Or fire a Trigger, like the player's footsteps? or would this require Source changes? Again, I'd like to have an animationThread run on a start/stop toggle with a keybind.
My other thought is to combine both shapes into one Scene and export as a single object, skipping the cyclic pump for one long single run, appearing cyclic. Again, using a start/stop to fill the trough to the sequences end.
thanks
...of course it gets more complicated, instead of a animated stream of water out of the pump, I'd like a particle sytem attached to the spout. Is it as simple as attaching a special Node to the shape? and scripting the particle systems? It would be nice to trigger the particle system with a trigger Track in the sequence.
About the author
Rex does all his 3D graphics through BrokeAssGames and is currently working on DSQTweaker, Ecstasy Motion, and other interesting projects yet to be revealed. Just ask him about anything DTS/DSQ related, he's happy to help.
#2
Just thinking outside the box for inside your trough. ;)
- Ronixus
04/22/2005 (5:56 pm)
The most sensible example of something similar that came to mind for me is, well, how would you implement a 3D lifebar? It's animated, both in motion and, quite possibly, at a stopped position, if so needed, right? A trough of water, for instance, could just be a topographic animation of the water texured to a plane which can move verticaly, simulating the water level.Just thinking outside the box for inside your trough. ;)
- Ronixus
Torque Owner Dreamer
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Sounds like your second solution may be best, combining the 2 objects into a single scene. That would also take care of any network issues that may arise from them being out of sequence with eachother.
The particle effect should be fairly trivial to achieve, and could even be done with just the mission and particle effects editors, rather than trying to hand code.