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Search found 84 matches Page 5 of 9
by irei1as
Thu Sep 22, 2016 10:33 am
Forum: Beginner
Topic: Need help understanding datablocks
Replies: 8
Views: 4528
For how I've used them, in the datablocks you define the constants. If something changes all the time in the client then that is a variable of the object instance (for example: position, rotation, health...) and if something is (should be) always the same for that object then it's better in the data...
by irei1as
Mon Sep 19, 2016 11:41 am
Forum: General
Topic: Games Made With Torque 3D
Replies: 10
Views: 7867
It's maybe not enough to be in an official list, but I did this little freeware game thing for a game jam:
https://irei1as.itch.io/1t
by irei1as
Tue Sep 06, 2016 8:30 pm
Forum: Beginner
Topic: animation of robot arm
Replies: 5
Views: 3866
I've checked and it seems how you keyframe doesn't matter but I think I've found your issue. You need for the threds to be in different slots, that's: robot.playThread(0, "rotation"); robot.playThread(1, "movearm"); If you use the same slot you destroy the previous animation (rotation in your case) ...
by irei1as
Tue Sep 06, 2016 11:59 am
Forum: Beginner
Topic: animation of robot arm
Replies: 5
Views: 3866
First be sure for the animation ("blendable" animation) to be tagged as a blend animation. You can change that in the shape editor. http://docs.garagegames.com/torque-3d/official/content/documentation/World%20Editor/Editors/ShapeEditor.html#Properties_Window If I remember correctly you need a "root"...
by irei1as
Thu Aug 25, 2016 9:36 am
Forum: Beginner
Topic: Sliding door collision problem
Replies: 5
Views: 3615
Stock collision uses the root position. That is that only the base collision without animation is the one being used. Using physX or bullet ~may~ avoid that but that uses a lot of c++ changes, I think. What I use: 1. The door has no collision at all. 2. Create invisible TSStatic objects but with the...
by irei1as
Wed Aug 17, 2016 12:12 pm
Forum: Beginner
Topic: Suggestions how best to do this...
Replies: 26
Views: 13331
Ah, there is a small difference on how both schedule work. They're not the same. EDIT: Hmm, I think that reference is wrong. In short: ···schedule(250,object,"aaa") calls function aaa() as long as object exists. If object is deleted then the schedule stops. It's used just for that condition. ···obje...
by irei1as
Wed Aug 17, 2016 10:49 am
Forum: Beginner
Topic: Suggestions how best to do this...
Replies: 26
Views: 13331
The first doesn't work because the function is defined as Player::scheduledLook(%this). That means it's a method (thing) of the Player class (namespace thing). So in order to be called you need a player (%this is the player in your working code so %player.scheduledLook() is called after the 250 ms u...
by irei1as
Fri Aug 05, 2016 9:47 am
Forum: C++
Topic: Changing Players Orientation per tick in UpdateMove()
Replies: 14
Views: 7766
I think that's related to one of the changes of player.cpp since that resource and not directly to the part of code you have. Inside updateMove(const Move* move) look for: if(doStandardMove) Inside that comes the code for the normal rotation code. (I just deleted everything related to "TORQUE_EXTEND...
by irei1as
Thu Aug 04, 2016 9:43 am
Forum: Tools
Topic: Torque3D v3.9 Code Engine/Script Reference
Replies: 2
Views: 22793
Thanks a lot for the updates.
I use a lot the script reference and having the new functions and the "new" classes (my old chm hadn't ScriptTickObject) in hand is very useful.
by irei1as
Thu Aug 04, 2016 9:35 am
Forum: C++
Topic: Changing Players Orientation per tick in UpdateMove()
Replies: 14
Views: 7766
Quaternion math is not the easiest thing. You shouldn't think of them as a fancy vector as quaternions "kinda" have 4 dimensions (direction and a rotation in that direction). They're a transformation so the up vector is defined by something like "Quat.mul(0,0,1)". Well, just let me share the code I ...
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Search found 84 matches Page 5 of 9