Adding the Z Movement back in
by Robert Stewart · in RTS Starter Kit · 03/21/2005 (5:34 pm) · 3 replies
Ok first of all I thank stephan zepp for helping me add a hover to my units. Now im trying to add the Z Movement back in, so far it appears to be working pretty good. With the exception of AssertFatal(false, "Out of range read"); been called from bitstream.h and AssertFatal(false, "BAD MODIFIER ON CLIENT!!!"); called on RTSUnit.cc. Now I commented out the assert fatals and it appears to work, but im sure this is not a good thing to do. So my question is how would i fix this in a proper way. Here is my changes to the code.
I just changed this from RTSUnit Process tick
And thats about it. Thanks for any help.
I just changed this from RTSUnit Process tick
Point3F posXY(location.x, location.y);
Point3F goalXY(mMoveDestination.x, mMoveDestination.y);toPoint3F posXY(location.x, location.y, location.z);
Point3F goalXY(mMoveDestination.x, mMoveDestination.y, mMoveDestination.z);And thats about it. Thanks for any help.
About the author
#2
03/22/2005 (1:41 pm)
Ok because i have them moving in the Z Axis with the exception of a crash every so often "Required Art not avaible type thing, It says required projectile datablock is incorrect i think". Also before that happens my Unit usually changes into a arrow looking thing with no texture. So are you saying that unless i do allot of digging i wont get this in properly? Thanks for any help. Also im wiling to dig in a bit to get this to work.
#3
03/22/2005 (1:55 pm)
Acually its apparently working, so is there some sort of security flaw in doing those mods up top?
Torque Owner John Vanderbeck
VanderGames
For certain you will have to modify the pack and uppack functions of the various objects to transmit the z axis because I can almost guariuntee it doesn't do this right now.