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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

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...

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