Projectile Shapefile Question
by Jerane Alleyne · in Torque Game Engine · 04/24/2002 (7:40 am) · 4 replies
With my PC out of action at the moment, I can't do any work, so I thought I'd get a few qustions out during this time.
My main quesiton concerns using models for different projectiles...in particular, the structure it uses for the model. I'm not using milkshape, and don't have any .MAX files for the Tribes2 projectile models. Is it the setup as general Torque models (start01, base01, etc.)? And also, does it use/require a bounding and collision box? I guess the same would be said for the shell debris shapefiles, or for debris in general, like that used in the player file. Normally, I would test this out, but with no computer at the moment, I can't really do that :(
Thanks for any help :)
Jerane Alleyne
==============
Lead Artist
www.eventalpha.com
My main quesiton concerns using models for different projectiles...in particular, the structure it uses for the model. I'm not using milkshape, and don't have any .MAX files for the Tribes2 projectile models. Is it the setup as general Torque models (start01, base01, etc.)? And also, does it use/require a bounding and collision box? I guess the same would be said for the shell debris shapefiles, or for debris in general, like that used in the player file. Normally, I would test this out, but with no computer at the moment, I can't really do that :(
Thanks for any help :)
Jerane Alleyne
==============
Lead Artist
www.eventalpha.com
#2
I did have one other question concerning projectiles. One of the fields in the PrpjectileData datablock is called ArmingDelay if I'm not mistaken. I was wondering what this did. Its my guess that this might be the delay in which the projectile begins to cause damage from the point it leaves to muzzlepoint...? For instance, when a peojectile is fired, you can set the projectile to be ready to cause damage after .5 seconds of being fired. Just a gues, I can't think of what else it would do :)
Thanks!
Jerane Alleyne
==============
Lead Artist
www.eventalpha.com
04/26/2002 (4:16 am)
Ah, ok...thanks a lot. I'll get into that as soon as I get my PC working again :)I did have one other question concerning projectiles. One of the fields in the PrpjectileData datablock is called ArmingDelay if I'm not mistaken. I was wondering what this did. Its my guess that this might be the delay in which the projectile begins to cause damage from the point it leaves to muzzlepoint...? For instance, when a peojectile is fired, you can set the projectile to be ready to cause damage after .5 seconds of being fired. Just a gues, I can't think of what else it would do :)
Thanks!
Jerane Alleyne
==============
Lead Artist
www.eventalpha.com
#3
It is usefull for when you also adjust the properties that will allow a projectile to bounce.
04/26/2002 (9:11 am)
Yes that is what the arming delay does.It is usefull for when you also adjust the properties that will allow a projectile to bounce.
#4
Jerane Alleyne
==============
Lead Artist
www.eventalpha.com
04/28/2002 (4:58 am)
Ahhh...this would be great for grenades and such. OK, thanks!Jerane Alleyne
==============
Lead Artist
www.eventalpha.com
Torque Owner Tim Gift