Dynamic fields
by Manoel Neto · in Torque Game Engine · 02/18/2005 (4:03 am) · 1 replies
Hi,
I am adding some script-only fields to my AiPlayer instances that control their behavior in-game, but these are displayed in the "dymanic fields" group in the editor, along all other script-only variables I added to the AiPlayer instance. Makes it bit hard to change the NPC parameters, and the field ordering seems to change at every mission load too.
Is there a way to make give some of those fields more importance, and move them to their own group, using only script? I don't want to clutter the AiPlayer class with extra variables that are meant to be script-only and will never be used inside the C++ realm.
Maybe there's a way to add script-only fields (not linked to any internal variables) in the source? Not too clean, but it would do it.
I am adding some script-only fields to my AiPlayer instances that control their behavior in-game, but these are displayed in the "dymanic fields" group in the editor, along all other script-only variables I added to the AiPlayer instance. Makes it bit hard to change the NPC parameters, and the field ordering seems to change at every mission load too.
Is there a way to make give some of those fields more importance, and move them to their own group, using only script? I don't want to clutter the AiPlayer class with extra variables that are meant to be script-only and will never be used inside the C++ realm.
Maybe there's a way to add script-only fields (not linked to any internal variables) in the source? Not too clean, but it would do it.
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