aMoistKite
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Posts posted by aMoistKite
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I honestly wonder why no tutorial really mentions what exactly each option means.
GuiHorizontalSizing:
- aspectCenter
- aspectLeft
- AspectRight
- center
- right
- width
- left
- relative
- windowRelative
GuiVerticalSizing:
- aspectCenter
- aspectBottom
- AspectTop
- center
- bottom
- top
- height
- relative
- windowRelative
- aspectCenter
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I don't really like to necro posts but I am wondering how this went down.
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Works like a charm. Thank you good sir.// Initial data %npcPosition = %talkingNPC.getPosition(); %playerPosition = %clickingPlayer.getPosition(); %interactionDistance = 4; // Get the vector between the NPC and the player %separationVector = VectorSub(%playerPosition, %npcPosition); // Eliminate the z component of the vector (only because OP says '2D vectors') %separationVector.z = 0; // Normalize to a length of 1 %unitVector = VectorNormalize(%separationVector); // Scale the unit vector by %interactionDistance %interactVector = VectorScale(%unitVector, %interactionDistance); // Add %interactVector to the NPC position to get the target player position %targetPosition = VectorAdd(%npcPosition, %interactVector);
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So I am making a game with a diablo style of movement and when the player clicks on an npc to say talk to them i need to get the point that is between the player and the npc that is a set distance from the npc to move the player to. I am honestly bad at math so if anyone could help me with this? I had been searching around on google and got something like this:
%interactionDistance = 4; %interactX = %objectX + (%playerX - %objectX) / %interactionDistance; %interactY = %objectY + (%playerY - %objectY) / %interactionDistance;
but it only moves the player closer with the father away the player is.
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Update: I was able to connect. The tutorial does not mention you need to use:
setNetPort();
on the client as well.
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Surely it is down to be something the tutorial I followed is missing and not because I am not using one of the default templates.So there is your problem. I would use something else, either the full template or the new base game template if you want to hop on the latest trends, other templates are not that well supported.
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I am actually using this blank/empty template that does not have any networking.Sure the empty template is a lot different, but the server connection system should not be that different.
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Why does what work?
All I know is that previously you could host and join multiple instances from the same machine and now with the latest version it does not work anymore. Don't ask me why.
If I test with the full game template (using the same compiled exe) I can run a dedicated server and join from the same machine. But when I do yhe same with my game (using a blank template) I can't connect.
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Then why does work if I say use the full game template?Don't worry networking still works fine, just not if you try to host and join from the same machine.
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I have been trying to get a basic network test going following this tutorial and i have been unable to get it to work (they are on the same machine). The client just gets stuck saying "Sending Connect challenge Request".
I know it can't be a network issue since if i launch a dedicated server and a client using something like the full template I can connect to it just fine. Is there something the tutorial is missing?
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You can already define a 2d array in torquescript. Why are you fixated on thunking back and forth to C++?
I am well aware. I need to DEFINE the array in C++ THEN pass it to torquescript. I am using MySQL and I have to access it in C++ then pass it to torquescript.
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Okay, can we get the actual use-case?
You can't find any examples of this because there is no need to do this. TorqueScript has multi-dimensional arrays. Why are you not just using them? What is the perceived bottleneck?
%username = %mydata["row", "collum"];
something along those lines.
I can't find any examples how to create said array in C++ and pass it to tourqescript.
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I don't think that implementation would work for what I need. I will go back to my original question, how do you define a 2D array in C++ and pass it to torquescript? I have been digging around in the source code and i can't find any examples of this.
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I was meaning an example how to define one in C++ and pass one it to torquescript.
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What about array objects?
May I have an example?
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I do not see any cmake option for sqlite, and all the resources i could find on it over on garagegames have dead links. SQLite would not work for my application anyway.
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So could anyone give me some examples?
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I guess it does not need to do exactly that. I am simply pulling data from a database but since i need to access the database very often I wanted as much of the work done in C++ as possible for performance.
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How would i go about creating a 2D array in C++ and passing off to torquescript so that it would return like so:
%data = funcThatMakeArrays(); echo(%data[1, "index2"]);

GUI OptionsDlg: Camera Viewing Distance
in Beginner
Posted
Just use
Like so.
export("$pref::*", "prefs.cs", false);Then exec your pref file when you launch your game.