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

Changing the number of shots fired from a weapon


Some ranged weapons fire more than one projectile at once. A shotgun is a good example of this. In this recipe, we will learn how to set up a projectile weapon to fire multiple projectiles at once.

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 projectileNum dynamic property to Datablock of your weapon and give it a value greater than 1. This property represents the number of projectiles fired per shot.

How it works...

When a ShapeBaseImageData weapon is fired its onFire() method is called. The WeaponImage namespace already handles most cases so it is a convenient class to have our ShapeBaseImageData inherit from.

The WeaponImage::onFire() method supports the idea of multiple projectiles per shot, which is set up using the dynamic projectileNum...