Weapon animation particle emitters, not emitting particles...
by John Kabus (BobTheCBuilder) · in Torque Game Engine · 06/20/2003 (1:25 pm) · 4 replies
I had posted this in the engine forum first in an attempt to get feedback. Here are the original posts:
www.garagegames.com/mg/forums/result.thread.php?qt=11252
Let me know if this is enough info.
Thanks...
John.
Quote:It looks like the latest head broke the particle emitters that kickoff during animation sequences. I noticed this on an existing weapon that I had made, but also verified this on the default rifle thats in the demo. I want to add this to the bug list, but I wanted to verify with someone else that this is in fact a bug.
Quote:It looks like the fire event is passing through ShapeBase::setImageState and startImageEmitter is being called for the correct emitter. After the emitter is registered I'm a little lost though. :)
I've tried adding the projectile emitter (which is working) to the fire sequence in the hopes that it was an error in the emitter script code, but still nothing. At this point I feel comfortable that this is a bug, so I'm moving this into the bug forum.
www.garagegames.com/mg/forums/result.thread.php?qt=11252
Let me know if this is enough info.
Thanks...
John.
#2
I'm still a little new to the site, where can I view the submitted patches? I would like to filter any future problems against the existing patches (the gg guys are already really busy).
Thanks for the help!
John.
06/20/2003 (6:23 pm)
Very nice! That was it all right. :)I'm still a little new to the site, where can I view the submitted patches? I would like to filter any future problems against the existing patches (the gg guys are already really busy).
Thanks for the help!
John.
#3
My suggestion is to browse the recent bugs/tasks frequently (here: www.garagegames.com/projectmanager/module.php?qc=4415&qs=256&qst=15&qmo=28&qsb=1... When I submit a patch I usually update the bug (if you had reported this as a bug, I probably would have posted a comment asking you to check out whether my change solved your problem).
Also, check the patches integrated against the CVS HEAD here: www.garagegames.com/docs/torque.sdk/changelist/index.php?list=HEAD.
06/20/2003 (6:46 pm)
This patch was just emailed to Tim, so unless you can hack his email, there was no other way to see it. I just happened to notice your post and *ding* remembered finding that line in shapeImage.cc and adding it to the patch (the same bug appeared in vehicle.cc and splash.cc).My suggestion is to browse the recent bugs/tasks frequently (here: www.garagegames.com/projectmanager/module.php?qc=4415&qs=256&qst=15&qmo=28&qsb=1... When I submit a patch I usually update the bug (if you had reported this as a bug, I probably would have posted a comment asking you to check out whether my change solved your problem).
Also, check the patches integrated against the CVS HEAD here: www.garagegames.com/docs/torque.sdk/changelist/index.php?list=HEAD.
#4
Thanks!
John.
06/20/2003 (7:06 pm)
Excellent, that's exactly what I've been looking for. I appreciate the help.Thanks!
John.
Torque Owner Brad Shapcott
Index: torque/engine/game/shapeImage.cc =================================================================== RCS file: /cvs/torque/torque/engine/game/shapeImage.cc,v retrieving revision 1.23 diff -u -r1.23 shapeImage.cc --- torque/engine/game/shapeImage.cc 2003/05/09 22:48:02 1.23 +++ torque/engine/game/shapeImage.cc 2003/06/20 23:54:30 @@ -1792,7 +1792,7 @@ Point3F pos,axis; mat.getColumn(3,&pos); mat.getColumn(1,&axis); - em.emitter->emitParticles(pos,true,axis,getVelocity(),(U32)dt * 1000); + em.emitter->emitParticles(pos,true,axis,getVelocity(),(U32) [b]([/b]dt * 1000[b])[/b]); } else { em.emitter->deleteWhenEmpty();Might be related. Try putting the parenthesis in by hand.
I submitted this patch to Tim just today. It would be nice to know if it is related to the problem you describe, so if you try this out, post the results. I was actually working with another part of the code and noticed the same bug in a few other locations.