Book Image

Torque 3D Game Development Cookbook

By : DAVID WYAND
Book Image

Torque 3D Game Development Cookbook

By: DAVID WYAND

Overview of this book

Torque 3D is a popular game engine that supports you in every step along the way to making your game a reality. Even with all of the power and tools that Torque 3D provides, finishing a high quality 3D game requires time and knowledge."Torque 3D Game Development Cookbook" is a practical guide that takes you through each of the major steps on the journey to creating your game, while learning a few tricks along the way.The recipes in this book start off with learning some of the finer points about TorqueScript. The book then moves on to each of Torque 3D's subsystems and ends with a variety of game play recipes.The various topics covered include activating level-specific game code and scheduling game events, dragging and dropping items between windows to work with an in-game inventory system, and covering the seams between objects with well placed decals. Some of the advanced topics include writing custom shaders and postFX, using zones to improve rendering performance, and enhancing your game's ambience through sound.Once you are done with Torque 3D Game Development Cookbook you'll be on your way to creating amazing 3D games and gain expert knowledge of Torque 3D.
Table of Contents (17 chapters)
Torque 3D Game Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Adjusting the fire spread of a weapon


Some ranged weapons (those that fire a projectile) are more accurate than others. Of the weapons included in the Torque 3D templates, the pistol is very accurate while the assault rifle has some bullet trajectory drift. This is known as projectile spread. In this recipe we will learn how to set up projectile spread of a projectile weapon.

How to do it...

Start by making sure the ShapeBaseImageData Datablock instance of your projectile weapon has its class property set to WeaponImage. This gives the weapon access to Torque 3D's standard weapon handling methods.

The next step is to add the projectileSpread dynamic property to your weapon's Datablock instance and give it a value greater than zero to introduce some spread. The Lurker weapon included with the Torque 3D templates is set up as follows:

datablock ShapeBaseImageData(LurkerWeaponImage)
{
   // Add the WeaponImage namespace as a parent, WeaponImage
   // namespace provides some hooks into the inventory...