config datablocks
by Junsik Shim · in iTorque 2D · 02/03/2010 (9:48 pm) · 7 replies
Hello.
To my knowledge, config datablocks must exist in 'gameScripts/datablocks.cs',
but, all the other custom scripts including 'game.cs' are in 'scripts/'.
So I tried to put config datablocks into 'scripts/datablocks.cs', but didn't work.
Does it has to have both 'gameScripts/' and 'scripts/'?
Thanks in advance.
To my knowledge, config datablocks must exist in 'gameScripts/datablocks.cs',
but, all the other custom scripts including 'game.cs' are in 'scripts/'.
So I tried to put config datablocks into 'scripts/datablocks.cs', but didn't work.
Does it has to have both 'gameScripts/' and 'scripts/'?
Thanks in advance.
#2
I think you misunderstood my question...
I was talking about this.
http://docs.torquepowered.com/tgb/official/content/documentation/Tutorials/Feature/Config%20Datablocks.html
Please correct me if I'm wrong.
02/04/2010 (12:02 am)
@MarcI think you misunderstood my question...
I was talking about this.
http://docs.torquepowered.com/tgb/official/content/documentation/Tutorials/Feature/Config%20Datablocks.html
Please correct me if I'm wrong.
#3
02/08/2010 (6:41 pm)
The path to the file that Torque uses is found under common/scripts/projectManagement.cs . T2Di 1.3 changed all the script directories to "scripts" instead of "gameScripts" in iTGB 1.2 . Here's a snippet of the code to help you find it:if($LevelEditorActive)
{
%dbFile = expandFilename("game/managed/datablocks.cs");
%persistFile = expandFilename("game/managed/persistent.cs");
%brushFile = expandFilename("game/managed/brushes.cs");
}
%behaviorsDirectory = expandFilename("game/behaviors");
//Config Datablock Path
%userDatablockFile = expandFilename("game/scripts/datablocks.cs");
%userGUIProfileFile = expandFilename("game/scripts/guiProfiles.cs");
#4
Somehow my T2Di 1.3.1 still shows "gameScripts" instead of "scripts", but I guess I can change that on my own. Thanks! :)
02/09/2010 (7:28 pm)
@JoeSomehow my T2Di 1.3.1 still shows "gameScripts" instead of "scripts", but I guess I can change that on my own. Thanks! :)
#5
02/09/2010 (7:38 pm)
sure you used a new project not just imported your old? cause old projects are not affected by the changes.
#6
Well.. the "iPhoneExample" project that comes with the T2Di 1.3.1 has "gameScripts", and even when I create a new project, it still shows "gameScripts" instead of "scripts".
Maybe my T2Di is somehow mixed up with the old ones.
I'll try re-installing it from scratch.
Thanks anyway!
02/09/2010 (11:06 pm)
@MarcWell.. the "iPhoneExample" project that comes with the T2Di 1.3.1 has "gameScripts", and even when I create a new project, it still shows "gameScripts" instead of "scripts".
Maybe my T2Di is somehow mixed up with the old ones.
I'll try re-installing it from scratch.
Thanks anyway!
#7
I've 1.3.1 around but work on 1.3.0 cause I implemented the mentioned fixes from the board already and it works as far as I see. should there be something breaking that was fixed I can always backport it
I've ported up an older project with an own structure kind of (too much TGB + TGEA + T3D gives very strange fantasies of a "good folder hierarchy" ...)
02/09/2010 (11:30 pm)
strange thing ... though it might be there unused ...I've 1.3.1 around but work on 1.3.0 cause I implemented the mentioned fixes from the board already and it works as far as I see. should there be something breaking that was fixed I can always backport it
I've ported up an older project with an own structure kind of (too much TGB + TGEA + T3D gives very strange fantasies of a "good folder hierarchy" ...)
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft
but to work ingame they must be in the per level datablocks since 1.3.
check the pdfs or the sample project (data/levels/datablocks)