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