Jump to content

Mack

WEBGRU
  • Posts

    8
  • Joined

  • Last visited

Mack's Achievements

  1. Fantastic contribution to the community, thank you Robert.
  2. Mack

    Jump Pad

    Trigger based Jump Pad (like Quake 3) This Trigger will launch the AI or Player wherever the Trigger is "facing". This assumes you are familiar with creating and using Triggers within Torque. UPDATE: The force that the Jump Pad pushes the AI or Player can now be set as a Dynamic Value within the Trigger itself. This will allow you to have multiple Jump Pads with various amounts of force within your mission. datablock TriggerData(JumpPadTrigger) { tickPeriodMS = 1000; }; function JumpPadTrigger::onEnterTrigger(%this, %trigger, %obj) { //set the force the Jump Pad pushes the player at as a Dynamic Value %jumppadforce = %trigger.getFieldValue(JumpPadForceRef); //get the direction the trigger is "facing" (theta) %aim = %trigger.getForwardVector(); //take the getForwardVector and add some force %impulseVec = vectorScale(%aim, %jumppadforce); //take the above mix and add some additional direction if needed %impulseVec = vectorAdd(%impulseVec, "0 0 0"); //apply this to any AI/Player that enters the trigger %obj.applyImpulse("0 0 0", %impulseVec); //TODO: add your audio here } function JumpPadTrigger::onLeaveTrigger(%this, %trigger, %obj) { ECHO("WHEE!"); } After creating your JumpPadTrigger within the editor create a Dynamic Field called JumpPadForceRef and set its value to the amount of force you want to push the AI or Player at.
  3. Know how the shader system works in Torque? Want to make some extra cash? This bounty may be right for you. Task: A simple gradient (two colours blending into each other) shader exposed to the material layer. Set the gradient colours in the material script rather than the shader. Gradient does not change position based on camera/player perspective. Shader does not require to receive light/shadowing/spec/normal/etc. Specific use for this: Applying the gradient shader through CustomMaterial to a model (TSStatic and Shapebase). Example: This cube (or 3 planes you could also say) share the same gradient material which spans across it. For: Torque 3D (I use 3.9) Bounty and contact: Contact via PM, name your price. If you're an established Torque community member I'll pay half up front and half on completion. PayPal for payment. Additional information: Once job is completed and confirmed working the author (or myself) will post a Resource on the forums so the community can also benefit. Questions/Comments: Contact via PM.
  4. This job is closed. Thank you everyone who responded. Thank you @JeffR for your assistance. Resource with solution posted here: https://forums.torque3d.org/viewtopic.php?f=23&t=1460
  5. This topic is in response to this Job Board posting. Thanks to @JeffR for the assistance. These source code changes will enable xaxis/yaw mouse movement (look left/right/turn around) for mounted players. Previously the player was restricted to only yaxis/pitch (look up/down) movement. In PLAYER.CPP under Player::setPosition Replace the default isMounted code with the following: if (isMounted()) { // Use transform from mounted object - Thanks to Jeff Raab MatrixF zrot; mMount.object->getMountTransform( mMount.node, mMount.xfm, &mat ); zrot.set(EulerF(0.0f, 0.0f, rot.z)); mat.mul(zrot); } In PLAYER.CPP under Player::setRenderPosition Replace the default isMounted code with the following: if (isMounted()) { // Use transform from mounted object - Thanks to Jeff Raab MatrixF zrot; mMount.object->getRenderMountTransform( dt, mMount.node, mMount.xfm, &mat ); bool isSer = isServerObject(); S32 id = getId(); zrot.set(EulerF(0.0f, 0.0f, rot.z)); mat.mul(zrot); } In SHAPEBASE.CPP under ShapeBase::advanceTime Comment out the following: if (isMounted()) { //Standard Torque 3.9 code, commented out to fix jitter bug when enabling full mouse movement when mounted, thanks to Jeff Raab MatrixF mat; mMount.object->getRenderMountTransform( 0.0f, mMount.node, mMount.xfm, &mat ); Parent::setRenderTransform(mat); }
  6. I've tried taking a crack at this with some assistance of the community on the Torque Discord and spelunking old threads on the GG forums, unfortunately my C++ skills and knowledge are currently lacking and I am unable to successfully achieve the result I want. This opens an opportunity for a community member to earn some extra funds. For: Torque 3D 3.9 (unmodified, no prior C++ engine work has been done) Task: When PlayerData is mounted to an object the xaxis/yaw mouse movement is disabled (they cannot look left/right/turn around), players can still yaxis/pitch (look up/down). I need the xaxis/yaw mouse movement to be enabled. In short; enable players to have standard mouse movement while mounted. My specific use for this: I mount a player to an AI, the AI follows a path. I require the player to have full mouse movement while mounted to the AI. Bounty and contact: Contact via PM, name your price. If you're an established Torque community member I'll pay half up front and half on completion. PayPal for payment. Additional information: Once job is completed and confirmed working the author will post a Resource on the forums so the community can also benefit. Questions/Comments: Contact via PM.
  7. A curated list of Torque3D and related Torque Game Engine (TGA & TGEA) of games, products, scripts and resources: https://github.com/John3/awesome-torque3d#games
  8. Gibby (along with help from the Torque community) created a Random Sequence Generator which randomly picked models from a list (without duplicates) in order to generate a randomized city environment. Code: http://www.garagegames.com/community/forums/viewthread/136423/1#comment-855784 Blog: http://www.garagegames.com/community/blogs/view/22626 The same method could be applied to randomly generate any environment.
×
×
  • Create New...