Melee port
by Skylar Kelty · in Torque Game Engine Advanced · 06/15/2008 (11:11 am) · 101 replies
About the author
#2
06/15/2008 (12:26 pm)
It works, thank you soo much.. now to figure out what i missed in my port ;-)
#3
06/15/2008 (12:37 pm)
So, yea im an idiot and missed 2 changes while porting... the 2 modifications are in packUpdate and unpackUpdate... thats why the animations would not play... thanks James!
#4
06/16/2008 (8:37 am)
Glad you got it working :)
#5
#include "T3D/shapeBase.h"
at the top of shapeImage.cpp for it to compile.
Otherwise, seems to be running fine.
07/07/2008 (9:19 pm)
This works with 1.7.1, though I had to add:#include "T3D/shapeBase.h"
at the top of shapeImage.cpp for it to compile.
Otherwise, seems to be running fine.
#7
After I copied the files over, I noticed that when I mounted a weapon (mace) it would only mount to the head of my character.
I tried multiple mount points as well and all ended the same, a guy with a mace sticking out of his head. It was actually funny to see, but totally not what I was going for :).
I will mess with this again tonight with a fresh install and see if I can figure out what happened.
07/21/2008 (10:06 am)
I was not able to get this working right.After I copied the files over, I noticed that when I mounted a weapon (mace) it would only mount to the head of my character.
I tried multiple mount points as well and all ended the same, a guy with a mace sticking out of his head. It was actually funny to see, but totally not what I was going for :).
I will mess with this again tonight with a fresh install and see if I can figure out what happened.
#8
LINK REMOVED
08/05/2008 (10:05 am)
I'm working on getting this ported over to AFX TGEA. I'll let you know when i it's done.LINK REMOVED
#10
08/07/2008 (8:21 am)
Its already done. the files can be downloaded from the link above
#11
What would be idea would be to find a way to make an attack button/key bind that would call it self over and over kinda like an auto attack or combat mode per say.
for instance I hit the "x" key and the character would basically go into auto attack mode and swing his weapon over and over until I hit the "x" key again or the target dies or I lose focus of the target.
08/07/2008 (9:39 am)
I tried this port and everything seems to compile, but when I equip the sword in game I can not swing the sword. How are you guys over-coming the the inability to swing your weapon on a mouse click since afx is using the mouse click to select items/target. What would be idea would be to find a way to make an attack button/key bind that would call it self over and over kinda like an auto attack or combat mode per say.
for instance I hit the "x" key and the character would basically go into auto attack mode and swing his weapon over and over until I hit the "x" key again or the target dies or I lose focus of the target.
#12
Also does anyone know the best way to make the Actual Swing code call itself over and over until the key is pressed again.
08/07/2008 (10:44 am)
Can you show how you mapped it to the "c" key. What code did you put into defaultbinds.cs cause if I remember correctly it still tries to use trigger 0 or something to initiate the attack. Also does anyone know the best way to make the Actual Swing code call itself over and over until the key is pressed again.
#13
08/08/2008 (6:29 am)
If you're using AFX take a look at this thread. www.garagegames.com/mg/forums/result.thread.php?qt=75430
#14
08/08/2008 (11:15 am)
I tried that auto attack spell and it fires 1 time then I have to press the key again to make my player swing the sword again. Basically I am trying to make an auto attack like in Traditional MMO's where I hit the auto attack and my character swings over and over As long as his Enemy is in range and not dead.
#15
Thats what should happen...
08/11/2008 (8:00 am)
For me, i click auto attack and it continues to swing untill i press it again.Thats what should happen...
#16
08/11/2008 (10:21 am)
I will go back over my code and see what I missed.
#17
10/01/2008 (2:09 am)
I'm getting a compile error.. I'm sure I haven't had enough coffee, has anyone else seen this?9>vehicle.obj : error LNK2001: unresolved external symbol "protected: virtual void __thiscall ShapeBase::UpdateImageRaycastDamage(float,unsigned int)" (?UpdateImageRaycastDamage@ShapeBase@@MAEXMI@Z) 9>wheeledVehicle.obj : error LNK2001: unresolved external symbol "protected: virtual void __thiscall ShapeBase::UpdateImageRaycastDamage(float,unsigned int)" (?UpdateImageRaycastDamage@ShapeBase@@MAEXMI@Z) 9>afxCamera.obj : error LNK2001: unresolved external symbol "protected: virtual void __thiscall ShapeBase::UpdateImageRaycastDamage(float,unsigned int)" (?UpdateImageRaycastDamage@ShapeBase@@MAEXMI@Z) 9>afxStaticShape.obj : error LNK2001: unresolved external symbol "protected: virtual void __thiscall ShapeBase::UpdateImageRaycastDamage(float,unsigned int)" (?UpdateImageRaycastDamage@ShapeBase@@MAEXMI@Z) 9>shapeBase.obj : error LNK2001: unresolved external symbol "protected: virtual void __thiscall ShapeBase::UpdateImageRaycastDamage(float,unsigned int)" (?UpdateImageRaycastDamage@ShapeBase@@MAEXMI@Z) 9>staticShape.obj : error LNK2001: unresolved external symbol "protected: virtual void __thiscall ShapeBase::UpdateImageRaycastDamage(float,unsigned int)" (?UpdateImageRaycastDamage@ShapeBase@@MAEXMI@Z) 9>flyingVehicle.obj : error LNK2001: unresolved external symbol "protected: virtual void __thiscall ShapeBase::UpdateImageRaycastDamage(float,unsigned int)" (?UpdateImageRaycastDamage@ShapeBase@@MAEXMI@Z) 9>hoverVehicle.obj : error LNK2001: unresolved external symbol "protected: virtual void __thiscall ShapeBase::UpdateImageRaycastDamage(float,unsigned int)" (?UpdateImageRaycastDamage@ShapeBase@@MAEXMI@Z) 9>pathCamera.obj : error LNK2001: unresolved external symbol "protected: virtual void __thiscall ShapeBase::UpdateImageRaycastDamage(float,unsigned int)" (?UpdateImageRaycastDamage@ShapeBase@@MAEXMI@Z) 9>player.obj : error LNK2001: unresolved external symbol "protected: virtual void __thiscall ShapeBase::UpdateImageRaycastDamage(float,unsigned int)" (?UpdateImageRaycastDamage@ShapeBase@@MAEXMI@Z) 9>rigidShape.obj : error LNK2019: unresolved external symbol "protected: virtual void __thiscall ShapeBase::UpdateImageRaycastDamage(float,unsigned int)" (?UpdateImageRaycastDamage@ShapeBase@@MAEXMI@Z) referenced in function "public: __thiscall RigidShapeData::RigidShapeData(void)" (??0RigidShapeData@@QAE@XZ) 9>scopeAlwaysShape.obj : error LNK2001: unresolved external symbol "protected: virtual void __thiscall ShapeBase::UpdateImageRaycastDamage(float,unsigned int)" (?UpdateImageRaycastDamage@ShapeBase@@MAEXMI@Z) 9>aiPlayer.obj : error LNK2001: unresolved external symbol "protected: virtual void __thiscall ShapeBase::UpdateImageRaycastDamage(float,unsigned int)" (?UpdateImageRaycastDamage@ShapeBase@@MAEXMI@Z) 9>camera.obj : error LNK2001: unresolved external symbol "protected: virtual void __thiscall ShapeBase::UpdateImageRaycastDamage(float,unsigned int)" (?UpdateImageRaycastDamage@ShapeBase@@MAEXMI@Z) 9>item.obj : error LNK2001: unresolved external symbol "protected: virtual void __thiscall ShapeBase::UpdateImageRaycastDamage(float,unsigned int)" (?UpdateImageRaycastDamage@ShapeBase@@MAEXMI@Z) 9>missionMarker.obj : error LNK2001: unresolved external symbol "protected: virtual void __thiscall ShapeBase::UpdateImageRaycastDamage(float,unsigned int)" (?UpdateImageRaycastDamage@ShapeBase@@MAEXMI@Z) 9>../../../game/afxDemo.exe : fatal error LNK1120: 1 unresolved externals
#18
10/01/2008 (2:44 am)
That means that UpdateImageRaycastDamage is declared in ShapeBase.h, yet it's not in shapebase.cpp. It also looks as if you took it out of shapebase.cpp but left the declaration in shapebase.h. So you should just comment that declaration, and it should compile. I haven't tried this resource yet, so I might be wrong, but in general, error messages like these mean something like that.
#19
10/02/2008 (2:47 pm)
The swinging doesn't seem to do anything in my version of 1.7.1 after recompile... I don't get any errors and the weapon appears in my hand, but the swinging function literally does nothing.
#20
10/02/2008 (3:29 pm)
Update: If I go into the console (~) and hit "SwordImage.Onfire(2616,2616,3);" where 2616 is the player ID, any NPC in range will be damaged, but no Animations whatsoever play, and the click does nothing still.
Torque Owner Ian Newland