How to create a new Projectile?
by Peter [Cobra] J Vd Sluis · in Torque Game Engine · 06/04/2006 (1:37 pm) · 7 replies
I can make a new projectile, bud when I want to use it its not registered for some od reason. Has some one the solution?
#2
07/09/2006 (5:16 am)
I don't now how to upload the source code, and if I now how its to much. So are there no rules to make new projectiles?
#3
07/10/2006 (10:28 am)
Rules? Like what? It's pretty much the same as creating any object, just look at how the crossbow creates them in it's onFire. I suppose the only caveat is if you are creating a projectile, if you don't have a valid sourceObject parameter to give it, don't give it one at all (the value only exists as a one tick non-collision check so it doesn't collide with what fired it).
#4
07/11/2006 (2:58 am)
I mean what is needed in C++ to create a new projectile. There should be some rules to follow.
#5
07/11/2006 (3:08 am)
You probably won't get any help on the C++ side of Torque in the public forums, but perhaps what you are looking for is in the TorqueScript .cs files in the demo? Try looking in starter.fps/server/scripts/crossbow.cs
#6
07/11/2006 (11:16 am)
If thats so I have no questions any more. Thanks for the bad help!
#7
07/11/2006 (11:47 am)
Posting C++ related material in the public section of the forums is not allowed. If you have questions about doing things in source code, ask them in the TGE Private Forums.
Torque 3D Owner Michael Cozzolino
Big Monk Games