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Creating RTS Buildings

by Emil Diego · in RTS Starter Kit · 06/17/2005 (7:12 am) · 6 replies

I am working on a RTS Game. I have created a few Simple 3D Models that I want to use as buildings. At this point I have just created the shape in the DTS file. No collision or other information is present at this time.

When I go to add any of the buildings during game play I get the following error message in the console.
RTSBuildingMarker::onAdd - Unable to locate sequence 'idle'

I know that the RTSBuilding class is used on the client side to place the building on the terrain.

1. Why is it trying to run a sequence 'idle'?
2. Are there any other sequences that need to be in the dts file?
3. Is there any documentation on creating buildings for a RTS game?

Thanx in advance for the assistance.

#1
06/17/2005 (4:13 pm)
Well this is not much help but, There are idle and working animations I think. Look up a base model.
#2
06/20/2005 (5:39 am)
What do you mean by "Look up a base model"?
#3
06/20/2005 (7:35 am)
Hi Emil, I think he ment look at the default building in ShowTool Pro
There are some default sequences
build //played when a building is placed
idle //cyclic type played all the time once placed could be a wheel rotating on a watermill?
destroy //played when the building gets destroyed

hope this helps
#4
06/20/2005 (7:40 am)
I didn't think of that. Is there any documentation on any other sequences or are those the only 3?
#5
06/20/2005 (8:07 am)
The only one in game/RTS/RTSBuilding.cc that is mentioned and will produce an error is the idle sequence.
and if I remember the others are called script side,
eg in the function to place a building then play the build animation
and on destroy play the destroy animation
I'm not entirley sure where that is though
and unfortunatley I havn't got time to look at the moment,
(just of out to play golf), but I'm sure if you have a look through the code, or Stephen Zepps wicked little resource
here
it'll be clear
#6
06/27/2005 (7:27 am)
In general, that warning shows up in the preLoad function when .dts shapes are loaded in. It's tied directly to the animation tables that are defined in player.cc/h.

Note that it is a warning, not necessarily a problem--it's just that your building won't be animated when it is in the "idle" state. You can suppress the warning if you elect not to have idle animations for your buildings, but I would suggest that during project development, you leave it in in case you wind up having decided to use idle animations, but an artist hands you a model that is missing it. You can suppress the warning at a later time.