i have setActionThread Error
by Enel · in Torque 3D Professional · 12/21/2009 (4:48 am) · 17 replies
i have all of setting equal from T3D stock animation source folder
but i have this error
any i have miss initialization?
why this problem occur?
but i have this error
%obj.SetActionThread("Death1");
//have find Error
engine/source/core/util/tvector.h(658)
Vector <T>::operator[] - out of bounds array access!any i have miss initialization?
why this problem occur?
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#3
12/21/2009 (11:11 am)
please send me your nate on id. My email is zzleggam at gmail dot com.
#4
Check the sequence index in your sequence list.
The "death1" index is out of bounds from the action list.
12/21/2009 (11:27 am)
The problem is around the index of your animation.Check the sequence index in your sequence list.
The "death1" index is out of bounds from the action list.
#5
i have already cheak sequence name.
when i use Torque3D Gideon animation that is good work.
but i have make it only outbreak bug
P.S %obj.PlayThread(1,"death1") <- it is very goood working
so i dont think sequence index error
12/21/2009 (1:02 pm)
@picassoi have already cheak sequence name.
when i use Torque3D Gideon animation that is good work.
but i have make it only outbreak bug
P.S %obj.PlayThread(1,"death1") <- it is very goood working
so i dont think sequence index error
#6
Actually this is nothing new for me, in T3D the death cycle is not well created.I remember i had a lot of trouble with death.
Therefore i did my own logic behind it.
I moved the death animation as a part of the action animation list.
When the player dies i call setactionthread() in c++ and i never had a trouble again.
12/21/2009 (1:15 pm)
playthread does not use sequence index, it handles the sequence with findsequence();Actually this is nothing new for me, in T3D the death cycle is not well created.I remember i had a lot of trouble with death.
Therefore i did my own logic behind it.
I moved the death animation as a part of the action animation list.
When the player dies i call setactionthread() in c++ and i never had a trouble again.
#7
Actually, I know that there is, cos I just checked.
12/21/2009 (1:32 pm)
Isn't there a specific playDeathAnimation() function for death animations to get around these issues?Actually, I know that there is, cos I just checked.
#8
source/ts/tsThread:(136)
getQuatF is error point
i think quaternion is base on Dsq animation file
12/22/2009 (12:10 am)
i find Error callstacksource/ts/tsThread:(136)
q2 = &mShapeInstance->mShape->groundRotations[getSequence()->firstGroundFrame + frame].getQuatF(&rot2);
getQuatF is error point
i think quaternion is base on Dsq animation file
#9
i have make new project and just add GMK
and i get same error :) i have to question to gmk
12/22/2009 (2:29 am)
omg.. I think this GMK Errori have make new project and just add GMK
and i get same error :) i have to question to gmk
#11
Question #2; If you know Flash ActionScript you know that an object can be manipulated by its name, the dot operator and then the method you wish to use to manipulate that object. Is torque similar in this regard?
Example: ActionScript......myMovie.play();
TorqueScript......%obj.setActionThread("player_diehead");
Right? Or is more required in the case of TorqueScript?
01/25/2010 (1:40 pm)
Question #1: What is the difference between an "animation file and a "animation sequence"?Question #2; If you know Flash ActionScript you know that an object can be manipulated by its name, the dot operator and then the method you wish to use to manipulate that object. Is torque similar in this regard?
Example: ActionScript......myMovie.play();
TorqueScript......%obj.setActionThread("player_diehead");
Right? Or is more required in the case of TorqueScript?
#12
04/05/2010 (12:31 pm)
I am getting this error with my death sequence, but I am not making much sense out of the threads posts. can someone tell me what needs to be done so my custom death animation will stop crashing my game?
#13
04/05/2010 (1:01 pm)
Do you have a bounds object in your export? Do you have ground frames?
#15
Check the support-docs -artists section (max - animation)
04/05/2010 (4:12 pm)
Ground frames are set in the animation and align the player to the ground when they die = no ground frames, no dice ... or death - I think this is a cause of a crash I had back in TGE ... but it was a long time ago and it's hard to remember.Check the support-docs -artists section (max - animation)
#16
04/05/2010 (8:00 pm)
thanks I will check those out
#17
06/05/2010 (12:25 pm)
Issue is logged. TQA-234
Torque Owner game4Rest
colyd studio
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