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#### Re: Trigger + setActive

Sun Aug 20, 2017 10:33 am
Forum: Beginner
Topic: Trigger + setActive
Replies: 2
Views: 40
I would just create the particle on trigger and then delete it again. Here is some example code I once usede to create blood spatter effect on player hit: %particles = new ParticleEmitterNode() { position = %position; rotation = "1 0 0 0"; scale = "1 1 1"; dataBlock = "Smoke...

#### Re: Can Torque3D be used as a 3D engine for a flight simulator?

Sat Aug 19, 2017 6:47 pm
Forum: Beginner
Topic: Can Torque3D be used as a 3D engine for a flight simulator?
Replies: 3
Views: 79
Sure it can, why not? The only problem is, you get the problem with floating point imprecissions that happen after at around 10km in any direction, but this is probably an issue with all engines. This would be the main problem to solve. Then you would need some kind of terrain pager that extends the...

#### Re: How can I get the velocity of a Projectile object

Fri Aug 18, 2017 12:43 pm
Forum: TorqueScript
Topic: How can I get the velocity of a Projectile object
Replies: 5
Views: 77
I would probably just delete the projectile and create two new ones. Have the projectile "explode" when it should fire its second projectile and in the explosion create two new projectiles, one with the same velocity and vector as the first one. Or you can just use the initial velocity sin...

Wed Aug 16, 2017 8:35 am
Forum: Beginner
Replies: 31
Views: 4814
@Johxz Tribes and other games like that are not made with Torque3D, but previous versions of the engine and I don't even know if they have bots, last time I played legions I did not see bots. Something entirely different than an FPS would be a racing game or a flight sim or and RPG, should have been...

#### Re: Implementing GTA-style game

Wed Aug 16, 2017 2:33 am
Forum: Beginner
Topic: Implementing GTA-style game
Replies: 10
Views: 165
In GTA they modeled the whole game out of meshes I think because of performance reasons, so you make as big model instances as possible with atlas textures, but I doubt that guys project will ever get big enough so he has to worry about performance. Performance issues come mostly if you have somethi...

Tue Aug 15, 2017 12:05 pm
Forum: Beginner
Replies: 31
Views: 4814
@damik Your videos were created long after I made that statement. And what I originally meant was, that I have never seen a multiplayer game with Torque that has bot players. Some demo that someone slapped together in a few days does not count for me, since I know from experience that those few days...

Tue Aug 15, 2017 10:32 am
Forum: Beginner
Replies: 31
Views: 4814
Well technically that is not multiplayer.

#### Re: Building a Library of Images for Everyone

Mon Aug 14, 2017 5:45 pm
Forum: General
Topic: Building a Library of Images for Everyone
Replies: 28
Views: 1404
Do you use some software to generate those seamless versions automatically? It looks similar to what I get when I run a resynthesizer on images.

#### Re: Importing a house

Mon Aug 14, 2017 5:39 pm
Forum: Beginner
Topic: Importing a house
Replies: 3
Views: 69
You can build everything as a single mesh, there is no problem, other than the 65 000 vertices limit for one single model, only thing you need to leave out is things like doors that you can interact with later. Regarding doors those do not exist in Torque by default, but someone on the garagegames f...

#### Re: Creating random dungeon

Mon Aug 14, 2017 5:37 pm
Forum: Beginner
Topic: Creating random dungeon
Replies: 6
Views: 94
I would suggest you to get Torsion for Torquescript debugging, then you can create a breakpoint and step through the scripts and then you can decide where you hook your scripts up. You can rebuild a navmesh dynamically, try it in the editor, for example you can select a single tile and rebuild it, y...
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