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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

Enabling and disabling air control


Air control is a fictitious force used by a number of games that allows a player to control their trajectory while falling or jumping in the air. Instead of just falling or jumping and hoping for the best, this allows the player to change course as necessary and trades realism for playability. We can find this type of control in first-person shooters, platformers, and adventure games. In this recipe we will learn how to enable or disable air control for a player, as well as limit its effect while in use.

How to do it...

We are about to modify a PlayerData Datablock instance to enable complete air control as follows:

  1. Open your player's Datablock in a text editor, such as Torsion. The Torque 3D templates have the DefaultPlayerData Datablock instance in art/datablocks/player.cs.

  2. Find the section of the Datablock instance that contains the airControl property and make the following change:

       jumpForce = "747";
       jumpEnergyDrain = 0;
       minJumpEnergy = 0;
       jumpDelay...
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