Poll

Was the topic file failbinned?

Yes
18 (75%)
No
1 (4.2%)
Not sure...
5 (20.8%)

Total Members Voted: 3

Author Topic: Where is the onvehicle touch thing?  (Read 1769 times)

WHERE IS THAT FILE! i know it's somewhere here, and i don't think its failbinned, and if it is, but no offense if it is or isn't im just gonna be really mad if it is,: FU Badspot!

just tell me the mods section (if not failbinned, tell me if it is or not) and ill do the hunting for you, or you can give me a link or two to a non-failed file, thx  :cookie:

It has been fail binned. It is impossible with Torque I guess.

Well that's what I heard.

It has been fail binned. It is impossible with Torque I guess.

Well that's what I heard.

Not impossible, but Trader said that you just never make a vehicletouch in torque for some reason.

It's possible.

The method everyone uses for vehicle touch sucks.

And it's failbinned. And banned from being uploaded to the RTB mod center.

I have teh file still but it doesnt really work

Not impossible, but Trader said that you just never make a vehicletouch in torque for some reason.
Yeah that's right, I forget why though. D:

Here's a quote from the last onVehicleTouch Add-On I failed.

Quote
This Add-On basically uses a method of vehicle detection that Trigun used previously in an Add-On that was also failed.  It involves running a function on a schedule, several times a second that searches around every vehicle in the server to see if any bricks are near.  There's not even a guarantee that the vehicle is actually colliding with the brick because of the way this check works.  This check is based on the bounding box of the vehicle, which is almost never the same size as the vehicle's collision mesh.  So, not only do you have a persistent schedule running the entire time the server is alive, you also have a detection method that isn't accurate.  The only way to get an accurate, efficient onVehicleTouch event is to have Badspot expose the engine's vehicle collision functionality (onCollision, etc) to TorqueScript.  You're just going to have to wait for him to add this functionality, because I'm going to fail any Add-On that offers an TorqueScript-based onVehicleTouch event.

Quote from: Badspot
I love how I can spend weeks optimizing the game and you can wreck it all one day with a single stuffty script loop.  

Haha, yeah.  Nice assist, Wedge.

:cookieMonster:

I actually thought it worked pretty well, I used it in my Portal remake. But, I guess if it had problems, Badspot would know.

Thank you for all the helpful posts, i really appreciate it. if anyone has found a file or somethig of that nature, link me plz, ill give you a cookie...  :cookie:

Quote from: Badspot
I love how I can spend weeks optimizing the game and you can wreck it all one day with a single stuffty script loop. 
I love how it doesn't even slow down the game on my stuffty computer.


I love how it doesn't even slow down the game on my stuffty computer.
Put about 200 of em down.

200 of what?
Events on bricks?
The loop goes through only the vehicles on the server, and the vehicles detect the bricks.
Thus, the lag would only be based on the amount of vehicles you have.
But even without this mod, a lot of vehicles would lag you anyways.