Jump to content

Johxz

Members
  • Posts

    451
  • Joined

  • Last visited

Posts posted by Johxz

  1. Just to point it out, this is what happens between missions already - the players leave the mission, the mission group is deleted, then the next mission is loaded.

     

    thanks @rlranft, I was trying to mimic basically the loading screen of half-life, I have a large level divide by zones, so went the player enter to a new zone I don't want the old stuff from the other zone still there.

  2. If you are looking to remove unused objects (in this case triggers) that were added through a script, just surround them with a simgroup, and then delete that simgroup when you are done with it.


    Then if you need the triggers back, just re-execute the .cs script that includes them.


    We use this to add/remove deck objects from our Starship Enterprise. We have each deck's contents stored in a separate .cs file, and a trigger on each deck that is tagged with which objects to load. When you go to that deck it will execute the relevant script and load in all the objects for that deck. Then when you leave the deck (exit the trigger) it deletes the simgroups that it just loaded. When you go back to the deck, we re-execute the .cs. And so on...

     

    Thank very much Paul, may be this is what I need ;) delete or destroy and them if I need it, re-execute the .cs.

  3. GameSnap - Dave says in the Readme.md that it's based on Scratch, so I don't know how (or even if) it can be used with Torque....

     

    Yes of course, that kind of logic blocks even the colour style is from Scratch.... even that blockly thing that shared saindd or the logics blocks that use "Stencyl" http://www.stencyl.com/help/viewArticle/178 :roll: all come from Scratch


    Lukas ask if anyone has experience with this... so... :lol: I shared that


    I don't thinks this is the correct patch for t3d maybe in the future, I don't want the "button" to create a game hahhaha but I want the tools and better one if possible. :mrgreen: don't misunderstand I love the idea, but will be great other kind of tools first.


    Btw I don't know why this kind of engine tell the people "No Coding Required" pfff you are coding alike with the mouse :lol: :lol: but you are coding.... Even is more annoying see this example, this mean you need to search with mouse or wheel or write in the search field what you need and then added with the mouse very tedious. More to Carpal tunnel syndrome we care our community :lol: just joking here... but yeah we care ;)


    http://static.stencyl.com/v3/images/tour/dm.png

  4. Thanks Jason sorry not to mention I know the packages. But I need to do more test with this.


    @rlranft packages is for one function or few? I want to disable or unload a complete script. Or what is the best practice? use packages and put all the functions inside?


    I have a few triggers and stuff made with scripts and only execute once, but the problem I see, a lot of them are in memory and will not will used anymore. Therefore I want to unload all the stuff I will not be used and of course load the new scripts.


    thanks for your helps

  5. For any beginner searching for a book related to torque, this is the list! just a reminder, see the date, this books are old, but you can learn a lot from this books. ;)

     

    • Torque for Teens - 2nd Edition - July 16, 2010 by Michael Duggan

     

    • 3D Game Programming All in One, Third Edition - December 3, 2012 by Kenneth C Finney

     

    • Advanced 3D Game Programming All in One - August 24, 2005 by Kenneth C Finney

     

    • Creating Game Art for 3D Engines - September 21, 2007 by Brad Strong

     

    • Torque 3D Game Development Cookbook - Jan 25, 2013 by David Wyand

     

    • Multiplayer Gaming and Engine Coding for the Torque Game Engine - May 9, 2008 by Edward F. Maurina

     

    For a more recent book you can see this:

     

    • The Ultimate Guide to Torque 3D - Apr 22, 2015 by Robert Fritzen


    You can found the book here: http://www.phantomdev.net/Torque3D/Micro/guide.php

    For a preview of the book see this: http://www.phantomdev.net/staff/phantom139/public/RFT3DGuide_PREV.pdf



    Source: https://www.garagegames.com/community/forums/viewthread/141622

  6. Sorry for not getting back to you about the editor.

     

    Don't worry mate... Well sorry I was a little confused because some tutorials around walkabout always says add from gui. No error on the console. I will do more test with navPath, maybe it's me, not using it the way it should.


    by the way, I already have a bot running around walls from a waypoint to other :lol: so thank you for all the help. (setPathDestination)


    EDIT:


    I'm doing all wrong? I do this...

    ==>new NavPath(myPath) { mesh = "MissionGroup\theNavMesh"; from = "94.79 156.83 512.75"; to = "119.9 115.4 512.9"; };
    5724
    ==>myPath.from
    94.79 156.83 512.75
    ==>myPath.to
    119.9 115.4 512.9
    ==>myPath.plan();
    0

     

    ==>new AIPlayer(Bob) { datablock = "DefaultPlayerData"; position = LocalClientConnection.camera.getPosition(); };
    5725

     

    Here nothing...

    ==>Bob.followNavPath("myPath");
    ==>5725.followNavPath("myPath");
    ==>Bob.followNavPath(myPath);
    ==>5725.followNavPath(myPath);

     

    ==>myPath.size();
    0
    ==>myPath.getNode(0);
    0 0 0
    ==>myPath.getNode(1);
    0 0 0
    ==>myPath.getLength();
    0
  7. @buckmaster sorry to ask again :roll: navPath object don't exist on 3.7rc, I already have an AI Player going to a waypoint to another using specific position, but how can I use navPath?


    how can I use it? I trying using script but don't work for me.


    I use this example

     

    %path = new NavPath() {
       mesh = "Nav";
       from = "0 1 0";
       to = "0 10 0";
    };
    // Path now goes from (0, 1, 0) to (0, 10, 0)
     
    // Change the destination!
    %path.to = "10 0 0";
    // And replan
    %path.plan();
  8. Thanks that was looking for...


    I have another question sorry. I already read this

    https://eightyeight.github.io/walkabout/Documentation/WalkaboutUserManual.html#scripting-navpath


    From the Steve tutorial

    Now we need a "navPath" to use "theNavMesh" and for or Ai to run down. Again this is under (library -> level -> navigation) and you want to call this object "navPath1". In it's "mesh" field enter "theNavMesh" so it's linked to our navMesh.

     

    coverPoint.jpg.14713dd0358f7fdf6fcc43499fc18580.jpg

     

    But in navigation folder only have Cover Point. How I can create a NavPath? :?


    the question is: walkabout have a object "graphically" for add a path? like cover point?

    :?: :?: :?: :?:

  9. WAAAT??


    There's a TorqueScript package for Emacs??? But of course there is. Will be trying that out, thanks for the tip!

     

    :lol: I was kidding :lol: sorry! https://xkcd.com/378/ did not know that someone used Emacs here :mrgreen: good to know!


    Anyway... if you really want to use Emacs you can. TorqueScript work very well with C# mode.


    You can have a IDE with Emacs. Download the last version of Emacs, Install prelude http://batsov.com/prelude/


    Then I recommend to install this for a IDE. My personal opinion, I used this for C++ programming on Linux.

     

    M-x package-install RET
    yasnippet
    auto-complete
    auto-complete-c-headers
    multiple-cursors 
    ecb 
    flycheck
    cede (built-in)
    cmake-mode (You need to have cmake installed in your OS)
    cpputils-cmake
    omnisharp (with intellisense) or if you want only a mode you can install csharp-mode.
    magit (control Git from Emacs)

     

    So, I think I cover everything to work with Torque 3D from Emacs ;) :ugeek:


    Regards,

    John

  10. Hi Daniel,


    I saw the tutorial videos from walkabout a few weeks back, but don't know how to mix AIPlayer with walkabout...I will go to read the documentation, thanks I miss this link "WalkaboutDocumentation.html".

     

    What are you trying to do?

     

    Become familiar with AI on T3D. If you have some relevant info about this I really appreciate it.


    Right now I want my "Bob.Bot" go from A to B without collide with walls. :)

  11. Emacs FTW!


    Of course it have a command to game develop with T3D :roll:


    M-x package-refresh-contents

    M-x package-list-packages

    C-s torque3d [enter] [x]

    Install package `torque3d'? (yes or no) [yes]


    You're ready to go... :o


    M-x torque3d-mode :ugeek:

  12. Gotta chime in on this since I have been using Torque Dev for YEARS. Never bought torsion, or any other scripting tool for T3D (or torque anything for that matter). I whole heartedly LOVE the idea of Torque Dev.
×
×
  • Create New...