Game Development Community

Client not mounted - LOGGED

by Nathan Bowhay - ESAL · in Torque 3D Professional · 06/14/2010 (12:53 pm) · 1 replies

We are making a film in torque using Verve and Torque 3D 1.1 Beta 1. We are using
%StaticShape.MountObject(%Camera, -1, %Offset);
to mount several cameras to an object. This lets us save the mission maintaining the mounts and switch between cameras for the cinematic using verve. The issue we noticed was when the %StaticShape moves along a path there is a jump with the %Camera behind it and it only happens with 2 of the several mounted cameras.

I started testing some more and figured it must be a client server bug since most things tend to be. So I called isMounted() on the server object camera and the called it on the client
%Camera.getClientObject().isMounted();
and for all the cameras having the bug the client returned false and the server returned true and for the ones where it wasn't having the bug both the client and server returned true.

I made a console method to set the network bit to tell it to update again and that seemed to fix it, but when the mission is loaded all the mounts should update properly. Here is my console method:
ConsoleMethod( SceneObject, updateMounting, bool, 2, 2, "Update the client about mounting.")
{
   if ( !object->isGhost() ) 
   {           
	   object->setMaskBits( SceneObject::MountedMask );

	  return true;
   }
   else
	   return false;
}

I only tested it with 1.1 Beta 1 but it may be an issue in older versions of T3D as well.