A Kork by any other name...
by Rodney (OldRod) Burns · in Torque Game Engine · 05/17/2005 (6:58 am) · 2 replies
I'm trying to spawn a new critter, based off the Kork aiplayer. Everything is working fine, but when I try to rename him I'm having problems.
Is there something that prevents certain characters in a name, like spaces?
For example "Kork" works, but "A Kork" doesn't - the bot doesn't spawn, although there's no error in the console that I can see.
Is the space messing me up somewhere?
Is there something that prevents certain characters in a name, like spaces?
For example "Kork" works, but "A Kork" doesn't - the bot doesn't spawn, although there's no error in the console that I can see.
Is the space messing me up somewhere?
#2
If I change "Kork" to "K O R K" the bot will not spawn.
If I leave it alone, but then add
right before the "return %player;" it works and I have a bot named "K O R K" running around.
My question is, why doesn't it work in the SpawnOnPath call?
05/17/2005 (9:24 am)
Ok, here's what I'm saying. This code is from aiplayer.cs:function AIManager::spawn(%this)
{
%player = AIPlayer::spawnOnPath("Kork","MissionGroup/Paths/Path1");
%player.followPath("MissionGroup/Paths/Path1",-1);
%player.mountImage(CrossbowImage,0);
%player.setInventory(CrossbowAmmo,1000);
return %player;
}If I change "Kork" to "K O R K" the bot will not spawn.
If I leave it alone, but then add
%player.setShapeName("K O R K");right before the "return %player;" it works and I have a bot named "K O R K" running around.
My question is, why doesn't it work in the SpawnOnPath call?
Torque Owner Chris Labombard
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