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Custom object added to Group not reflecting that group in C++

by Edward Rotberg · in Torque 3D Professional · 02/24/2010 (3:32 pm) · 22 replies

Hi,

I have a very simple custom object (SceneObject) that I have instantiated in the World Editor. If I move that object to a named Group, and then check its getGroup() group in the debugger, it tells me the name of the SimGroup is "Server Connection". However, when I examine some TSStatic objects that are also in the same World Editor group using getGroup(), the name of the SimGroup is the actual name of the group as it is displayed in the World Editor. I was hoping to be able to determine if my custom object belongs to the same group as these TSStatics but I can't seem to do that.

I have guaranteed that I am looking at the client object for my custom object. None of this is making sense at the moment.

Any ideas? I'm sure I'm missing something simple here.

Thanks in advance,

= Ed =

EDIT: I should add that this is all client-side stuff. I'm dealing with clicking on an object and trying to find out if my custom object is a member of the same group as the object clicked on.
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#21
03/10/2010 (8:55 am)
OK, mClientGroup needs to be initialized to NULL in the SceneObject constructor. Otherwise we get a crash on uninitialized memory contents after mClientGroup passes the check for being not NULL. So it's alive!! :)

I still have more testing to do, but I have to head out for my meeting now. I'll report back later.

= Ed =
#22
03/10/2010 (10:10 am)
Oops, sorry. I had mClientGroup initialized to NULL, but missed it when posting my code (I'll update my previous post in case anyone else wants to try this). Doesn't look like it caused you too much trouble, though. :) And yes, that was from 1.1B. Glad it's working for you!
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