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.
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.
#2
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.
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
Associate Steve Acaster
[YorkshireRifles.com]
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.