Game Development Community

Class is unlinked

by rennie moffat · in Torque Game Builder · 08/18/2010 (8:15 pm) · 6 replies

HI there guys, soon, it is coming soon,
but in the meantime I have a question. I receive the message
Quote:
namespace::unlinkClass - cannot unlink namespace parent linkage for enemyClass for t2dSceneObject


I am unsure why, or how to correct it. The problem is, that I lose my class that I have attached to the object.






About the author

My thanks to Garage Games and the Garage Games Community combined with owned determination I got one game up, Temple Racer and I am looking to build more interesting, fun games for the mass market of the iOS app store.


#1
08/18/2010 (8:23 pm)
I believe this post will sum it up nicely for you: www.torquepowered.com/community/forums/viewthread/71136.
#2
08/18/2010 (8:28 pm)
Thanks William, but I don't quite get it as I am not using any superclasses nor passing a superclass of one object to the class of another. I simply have one class, enemyClass on many objects. It stays on some but vanishes on most.


::???


#3
08/18/2010 (8:30 pm)
Quote:
In either case, if you want logic that works with different types of objects (t2dStaticSprite and t2dAnimatedSprite CBalls, for instance), then it's better suited as a behavior than a class.



This is a question for me. How is a behavior better for this, than a class? And would simply naming them via the level.t2d vs in the editor be of any difference?
#4
08/18/2010 (8:52 pm)
Just of note.
It says, if full that it can not unlink namespace from a t2dAniamted sprite (which some enemies are) to a t2dStaticSprite (which some other enemies are). So if a create a superClass or give each enemy it's own distinct class it should work right?


#5
08/18/2010 (9:21 pm)
It looks like you have objects named enemyClass where some are t2dAnimatedSprites and others are t2dStaticSprites. You can't do that.

If you removed the class name from both and instead gave them a behavior called, say, "EnemyBehavior", then you could still have shared scripts without having to use the class attribute.
#6
08/18/2010 (9:35 pm)
I see, so different class names, for me, are required.