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Torque 3D Game Development Cookbook

You're reading from   Torque 3D Game Development Cookbook Over 80 practical recipes and hidden gems for getting the most out of the Torque 3D game engine

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Product type Paperback
Published in Jan 2013
Publisher Packt
ISBN-13 9781849693547
Length 380 pages
Edition 1st Edition
Languages
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Author (1):
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DAVID WYAND DAVID WYAND
Author Profile Icon DAVID WYAND
DAVID WYAND
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Toc

Table of Contents (17) Chapters Close

Torque 3D Game Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. TorqueScript: The Only Script You Need to Know 2. Working with Your Editors FREE CHAPTER 3. Graphical User Interface 4. Camera and Mouse Controls 5. Your Graphics Evolved 6. Make That Sound Happen 7. Game Objects 8. Multiplayer Servers 9. Importance of Networking 10. Miscellaneous Gameplay Features 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...
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