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StaticShape - One DAE, many Objects loading at diffrent frames

by Jacob S. · in Torque 3D Professional · 03/19/2010 (8:57 am) · 3 replies

In beta 5 it was possible to set a playThread during onMissionLoaded.

Now that doesn't seem to work (1.0.1), setting playThread at onMissionLoaded just seems to have no effect and still bring the object in at <rootpose>. I've looked at tried what I thought to be other logical places to set that.

Anyone know of any place that works? Or am I stuck making multiple objects that only differ by their Frame 0/<rootpose>?

edit: I know you can call it in GameConnection::initialControlSet but you see the animation fire then.

#1
03/19/2010 (10:48 am)
I tend to fire stuff off like this in script onClientEnterGame rather than onMissionLoaded.

For a TsStatic with an animation called Ambient it autoplays on startup. playAmbient(bool) in the world editor/object inspector.

Not certain about StaticShapes ... but if your only reason for having a StaticShape is for a single looping animation, make them TsStatics with an animation called ambient.
#2
03/19/2010 (11:25 am)
onClientEnterGame works like a charm, and I feel safer calling it there then one other place I had found.

I found you can also call them during phase2complete (Phase 2 - Ghosting), but I was iffy about calling them there. Calling them else where in phase 2/3 had some really random events.

I was useing these for standardization, a simple example would be doors. Having one door that can appear open or closed instead of having to make two seprate doors.
#3
06/16/2010 (6:40 pm)
Logged: TQA-402