Player landing crash
by Robert Blanchet Jr. · in Torque Game Engine · 12/06/2001 (9:52 am) · 8 replies
Never mind. I found the problem :p
#3
12/06/2001 (5:09 pm)
I recognized your name dae. Robert: you are XGalaxy? Woohoo - class reuninion time...
#4
basically, the problem consisted of whenever a player model fell from a very high point, upon impact the app would crash.
it was because xgal had a file suffixed ".cs.txt" instead of ".cs" ( this file had the animations ).
12/06/2001 (9:14 pm)
w3rd!basically, the problem consisted of whenever a player model fell from a very high point, upon impact the app would crash.
it was because xgal had a file suffixed ".cs.txt" instead of ".cs" ( this file had the animations ).
#5
Basically what was happening was exactly like dae said. The game would crash when a player would impact the ground, only after falling a long distance.
What little did I know was that the player model script wasn't saved right, *ahem* dae, and it was instead light.cs.txt.
The game was crashing because apparantly it was trying to play an animation and couldn't find it.
12/07/2001 (5:49 am)
Ahh yes, sorry Zear :)Basically what was happening was exactly like dae said. The game would crash when a player would impact the ground, only after falling a long distance.
What little did I know was that the player model script wasn't saved right, *ahem* dae, and it was instead light.cs.txt.
The game was crashing because apparantly it was trying to play an animation and couldn't find it.
#6
Duh, thanks, I just thought it was my new player model hitting the water...
12/07/2001 (9:18 am)
IS THAT WHAT CAUSES THAT??Duh, thanks, I just thought it was my new player model hitting the water...
#7
12/07/2001 (11:05 am)
Hehe. See? Someone else may benefit. This is classic.
#8
edit player.cs
function Armor::onImpact(%this, %obj, %collidedObject, %vec, %vecLen)
{
// %obj.damage(0, VectorAdd(%obj.getPosition(),%vec),
// %vecLen * %this.speedDamageScale, "Impact");
}
ImpactMinSpeed = 300.0;
groundImpactShakeFreq = ".1 .1 .1";
groundImpactShakeAmp = ".1 .1 .1";
groundImpactShakeDuration = .1;
groundImpactShakeFalloff = 10.0;
groundImpactMinSpeed = 300.0;
minImpactSpeed = 445;
speedDamageScale = 0;
08/07/2007 (7:20 pm)
K i've found a few things to stop the fall crash =edit player.cs
function Armor::onImpact(%this, %obj, %collidedObject, %vec, %vecLen)
{
// %obj.damage(0, VectorAdd(%obj.getPosition(),%vec),
// %vecLen * %this.speedDamageScale, "Impact");
}
ImpactMinSpeed = 300.0;
groundImpactShakeFreq = ".1 .1 .1";
groundImpactShakeAmp = ".1 .1 .1";
groundImpactShakeDuration = .1;
groundImpactShakeFalloff = 10.0;
groundImpactMinSpeed = 300.0;
minImpactSpeed = 445;
speedDamageScale = 0;
Torque Owner Tim "Zear" Hammock