wheel mouse for switching weapons
by Ace · in Torque Game Engine · 01/19/2002 (6:09 am) · 22 replies
anyone figer this out ? if so please enlighten me.
thanks
thanks
About the author
Ace Owner of NoESCape.sytes.net starting from the beginning on 3d torque
#2
kinda like:
hope that helps
01/19/2002 (7:25 pm)
We did this in legends quite simply, actually.kinda like:
function handleMouseWheel(%val)
{
if( %val )
commandToServer( 'NextWeapon' );
else
commandToServer( 'PrevWeapon' );
}
moveMap.bind( mouse, zaxis, handleMouseWheel );hope that helps
#3
01/20/2002 (8:57 am)
In what file would you add this code (file and dir). It's script code right?
#4
If and when i figger it out i will be glad to post the full code , cuz this is something that should be already in torque for everyone to use. (speaking from a mouser's point of veiw. anyways thanks for the tip on the scripting part.
01/20/2002 (9:39 am)
well obviously handleMouseWheel is not in the torque directory, so this is only a part of of the whole code needed , actualy only the script part, since i barly understand script ,its of no use to me, but this is definatly somthing that requires hard codeing in the engine, which i will be turning my efferts to to day , i just dont understand why ppl assume everyone (well not everyone)is up to there level on the scripting, If and when i figger it out i will be glad to post the full code , cuz this is something that should be already in torque for everyone to use. (speaking from a mouser's point of veiw. anyways thanks for the tip on the scripting part.
#5
Considering the demo isn't done, it doesn't really matter if it's something that "should be in there" right now, does it? It's a trivial task at best to add it, but obviously priorities for the team are elsewhere.
01/20/2002 (10:46 am)
First off, I'd like to say that I think that was a pretty rude way to thank someone, Gary. Where did you expect the changes would have to be? The mouse wheel handling is already supported by the engine itself, so all of the changes are going to be done with script. The only other thing you need in there (which should also be in there, but it just isn't yet) is stuff in inventory.cs to switch to the next and previous weapons, which is game specific anyway. The code Bryan posted should go in default.bind.cs.Considering the demo isn't done, it doesn't really matter if it's something that "should be in there" right now, does it? It's a trivial task at best to add it, but obviously priorities for the team are elsewhere.
#6
anyways thak you for the push into another direction i had no clue about.
01/20/2002 (11:12 am)
rude?? sorry you interperted my post as rude ,not my intention at all, i was meerly stating that not everyone has a degree in computer science, or even full knowlege of how torque works yet, as you can see by my post i have no idea what he was talking about, except i did figger out where that script should go,, if ppl would take the time to explain things a lil more in detail then conversations like this wouldnt be happerning,anyways thak you for the push into another direction i had no clue about.
#7
01/20/2002 (1:04 pm)
I don't have a degree in CS either (yet ;-) but scripting's a major part of working with TGE. I guess it's kind of an "understood understanding". Sorry if I misinterpreted your tone.
#8
How do I do that?
just create an onNextWeapon function?
Could anybody explain it to me, or point me to a place where it is explained?
Many thanks in advance!
01/23/2002 (12:16 pm)
Ok.. I got the script added. And I guess I now should catch the generated messages (like "NextWeapon") somewhere. (in inventory.cs?).How do I do that?
just create an onNextWeapon function?
Could anybody explain it to me, or point me to a place where it is explained?
Many thanks in advance!
#9
First of all, that bind command beneath that code doesn't do much (as in nothing)
You have to add this line
The function does indeed work! so open fps/client/scripts/default.bind.cs and add the following code to it
Now you will have to change the inventory behaviour. Open fps/server/inventory.cs and add the following lines at the top:
I'm still working on the selection mechanism.
If I have it fully working, I'll post a tutorial on it.
02/23/2002 (7:26 am)
I'm figuring it out myself here... with the pointers we got here of course.First of all, that bind command beneath that code doesn't do much (as in nothing)
You have to add this line
moveMap.bind(mouse0, "zaxis", handleMouseWheel);to your \fps\client\config.cs file. I added it under the 2 other mouse axes (x and y).
The function does indeed work! so open fps/client/scripts/default.bind.cs and add the following code to it
//------------------------------------------------------------------------------
// Mouse Wheel
//------------------------------------------------------------------------------
function handleMouseWheel(%val)
{
// Check if the wheel scrolled up or down
if( %val > 0 )
{
commandToServer( 'NextWeapon' );
}
else
{
commandToServer( 'PrevWeapon' );
}
}
moveMap.bind( mouse, zaxis, handleMouseWheel );I added it under the code that handles the mouse buttons.Now you will have to change the inventory behaviour. Open fps/server/inventory.cs and add the following lines at the top:
// NextWeapon selects the first available Next weapon
function serverCmdNextWeapon(%client)
{
echo( "<< DEBUG >> serverCmdNextWeapon 2" );
// Add the weapon select code
}
// PrevWeapon selects the first available Previous weapon
function serverCmdPrevWeapon(%client)
{
echo( "<< DEBUG >> serverCmdPrevWeapon 2" );
// Add the weapon select code
}I'm still working on the selection mechanism.
If I have it fully working, I'll post a tutorial on it.
#10
To see your log file and be able to access the console, create a shortcut to the torque executable, open it's properties and add the following parameters to the target:
-console -log 1
This will creat a console.log file in your exe dir.
And there those echo statements will show up.
02/23/2002 (7:30 am)
I forgot, maybe not everyone uses this yet:To see your log file and be able to access the console, create a shortcut to the torque executable, open it's properties and add the following parameters to the target:
-console -log 1
This will creat a console.log file in your exe dir.
And there those echo statements will show up.
#11
decide what order you want them in, and then assign each one a number. Have a global variable, (or add it to the player code, which im sure is a better idea and less hack-ish), and in each weapons onmount function, set the variable to what weapon is being mounted. Now you know what weapon you have for anything (including switching:) in your server commands, use that variable to figure out what weapon needs to be mounted instead. example:
in my game, the shotgun would be weapon 2. If i scrolled the mouse down (which should be next weapon, i havnt looked at your code too much) then i would want to mount weapon 3, which is my SMG. On more thought, it probably should be done through the player code and you shouldnt rely on global variables (which they ground into my head in CS131... heh). Let me know how it goes, since i am interested in this. Im suprised nobody else has really tackled this yet. This is like something every game has.
ryan
02/23/2002 (9:02 am)
How are you thinking of doing the switching? heres my idea:decide what order you want them in, and then assign each one a number. Have a global variable, (or add it to the player code, which im sure is a better idea and less hack-ish), and in each weapons onmount function, set the variable to what weapon is being mounted. Now you know what weapon you have for anything (including switching:) in your server commands, use that variable to figure out what weapon needs to be mounted instead. example:
in my game, the shotgun would be weapon 2. If i scrolled the mouse down (which should be next weapon, i havnt looked at your code too much) then i would want to mount weapon 3, which is my SMG. On more thought, it probably should be done through the player code and you shouldnt rely on global variables (which they ground into my head in CS131... heh). Let me know how it goes, since i am interested in this. Im suprised nobody else has really tackled this yet. This is like something every game has.
ryan
#12
Your weapons don't have numbers, but they have been added in a set order (when you added them to the inventory).
What would be nice, is that when you turn the mousewheel to next weapon, it will show the weapon. Turn again and it will show the next. And you select the weapon when you press fire.
The easier solution is to just select the next weapon :)
Which is what I'm gonna do for now.
For now I'll not pay attention to available ammo for the weapon, I'll just select the next weapon in the list, and if it's the last one, I switch to the first.
So the trick would be to check which current inventory slot is active, then move to the next slot, check if it's a weapon, if so, activate it, if not go to the first weapon.
02/24/2002 (1:11 am)
Yes.. something like that.Your weapons don't have numbers, but they have been added in a set order (when you added them to the inventory).
What would be nice, is that when you turn the mousewheel to next weapon, it will show the weapon. Turn again and it will show the next. And you select the weapon when you press fire.
The easier solution is to just select the next weapon :)
Which is what I'm gonna do for now.
For now I'll not pay attention to available ammo for the weapon, I'll just select the next weapon in the list, and if it's the last one, I switch to the first.
So the trick would be to check which current inventory slot is active, then move to the next slot, check if it's a weapon, if so, activate it, if not go to the first weapon.
#13
The (maybe) obvious bug is in the last part.
When it selects the first weapon, the while loop will switch it to the next, thus making it the second weapon. Effectively disabling the possibility to cycle to the first weapon.
I'm gonna rewrite it now...
Probably make it a:
while( %player.getInvItem( "current", "name" ) $= %currentWeapon )
$= is a string compare operand. C++ code would be ==
02/24/2002 (1:48 am)
Here is an almost working version:// NextWeapon selects the first available Next weapon
function serverCmdNextWeapon(%client)
{
// Select the player object
%player = %client.getControlObject();
// ToDo: There should be a check here, to see if this is indeed a player object!
// Store the current selected weapon, so we know when we've cycled thru all weapons
%currentWeapon = %player.getInvItem( "current", "name" );
// Select the next item in the inventory
while( %player.moveCurPtr( "next" ) == 1 )
{
// Check if this is the weapon we started with
if( %player.getInvItem( "current", "name" ) $= %currentWeapon )
{
// Abort
return 0;
}
// Check if this is a weapon
else if( %player.getInvItem( "current", "type" ) $= "weapon" )
{
// Check if the weapon is present!
if( %player.getInvItem( "current", "amount" ) > 0 )
{
// Use the weapon
%client.getControlObject().use( %player.getInvItem( "current", "name" ) );
// Done!
return 1;
}
}
else
{
// This is not a weapon anymore, select the first inv. item (must be a weapon)
if( %player.moveCurPtr( "first" ) == 0 )
{
// This should always work, if not, log an error
echo( "ERROR - WeaponSelect could not select inv. slot 0" );
// Abort
return 0;
}
}
}
}The (maybe) obvious bug is in the last part.
When it selects the first weapon, the while loop will switch it to the next, thus making it the second weapon. Effectively disabling the possibility to cycle to the first weapon.
I'm gonna rewrite it now...
Probably make it a:
while( %player.getInvItem( "current", "name" ) $= %currentWeapon )
$= is a string compare operand. C++ code would be ==
#14
You see that the select first subcode is in there 3 times, this should become a function of it's own!
Also, it does not work correctly.
I have 4 weapons. I pick up weapon 1, 2 and 4.
I select weapon 1, scroll wheel, weapon 2 is active.
I select weapon 1, scroll wheel, weapon 4 is active.
weird!
I posted it here because I gotta go away now, I'll continue working on it tonight tho...
But maybe this can help someone else on his/her way.
Good luck!
02/24/2002 (2:08 am)
I rewrote it to this:// NextWeapon selects the first available Next weapon
function serverCmdNextWeapon( %client )
{
// Select the player object
%player = %client.getControlObject();
// ToDo: There should be a check here, to see if this is indeed a player object!
// Store the current selected weapon, so we know when we've cycled thru all weapons
%currentWeapon = %player.getInvItem( "current", "name" );
// Select the next item in the inventory
if( %player.moveCurPtr( "next" ) != 1 )
{
// Selecting the next item failed, select the first item instead!
if( %player.moveCurPtr( "first" ) == 0 )
{
// This should always work, if not, log an error
echo( "ERROR - WeaponSelect could not select the first inv. slot" );
// Abort
return 0;
}
}
// Check if this is the weapon we started with
while( %player.getInvItem( "current", "name" ) !$= %currentWeapon )
{
// Check if this is a weapon
if( %player.getInvItem( "current", "type" ) $= "weapon" )
{
// Check if the weapon is present!
if( %player.getInvItem( "current", "amount" ) > 0 )
{
// Use the weapon
%client.getControlObject().use( %player.getInvItem( "current", "name" ) );
// Done!
return 1;
}
}
else
{
// This is not a weapon anymore, select the first inv. item (must be a weapon)
if( %player.moveCurPtr( "first" ) == 0 )
{
// This should always work, if not, log an error
echo( "ERROR - WeaponSelect could not select the first inv. slot" );
// Abort
return 0;
}
}
// Select the next item in the inventory
if( %player.moveCurPtr( "next" ) != 1 )
{
// Selecting the next item failed, select the first item instead!
if( %player.moveCurPtr( "first" ) == 0 )
{
// This should always work, if not, log an error
echo( "ERROR - WeaponSelect could not select the first inv. slot" );
// Abort
return 0;
}
}
}
}You see that the select first subcode is in there 3 times, this should become a function of it's own!
Also, it does not work correctly.
I have 4 weapons. I pick up weapon 1, 2 and 4.
I select weapon 1, scroll wheel, weapon 2 is active.
I select weapon 1, scroll wheel, weapon 4 is active.
weird!
I posted it here because I gotta go away now, I'll continue working on it tonight tho...
But maybe this can help someone else on his/her way.
Good luck!
#15
thanks
02/24/2002 (7:54 pm)
hey man its grreat you are working on this,i wish i had time to anything in torque ,,,its spring cleaning time here (yeah i know it still febuary but here in sunny cal it just as well be spring:)) Next week when i get on my reg hours at work and things get back to normal i will definately look into this ,,my ai stuff can wait :)thanks
#16
I wouldn't be where I am now without the help from all the other people on here (tutorials and posts).
Bad news tho!
The inventory is a list... with no backward manipulation :(
So scrolling forward is no problem, you can use the "next" and "first" keywords in the %player.moveCurPtr() function.
But "previous" is a no go :(
see for yourself, engine torque code:
02/26/2002 (12:31 pm)
No problem :)I wouldn't be where I am now without the help from all the other people on here (tutorials and posts).
Bad news tho!
The inventory is a list... with no backward manipulation :(
So scrolling forward is no problem, you can use the "next" and "first" keywords in the %player.moveCurPtr() function.
But "previous" is a no go :(
see for yourself, engine torque code:
///////////////////////////////////////////////////////////////
// move the currentpos pointer next, last, or first
///////////////////////////////////////////////////////////////
bool Inventory::MoveCurrent(char* move) {
if (dStricmp(move, "next") == 0) {
return NextLink();
} else if (dStricmp(move, "last") == 0) {
return LastLink();
} else if (dStricmp(move, "first") == 0) {
CurrentItemInList = FirstItemInList;
if (CurrentItemInList != NULL)
return true;
else
return false;
}
return false;
}
#17
Edit: Added the serverCmds :)
02/28/2002 (2:22 pm)
Here are my prev and next weapon functions, based on the inventory manager by Tim Newell. Please tell me if you find any bugs or have any suggestions.Edit: Added the serverCmds :)
function serverCmdNextWeapon(%client, %data)
{
%client.getControlObject().nextWeapon();
}
function serverCmdPrevWeapon(%client, %data)
{
%client.getControlObject().prevWeapon();
}
function ShapeBase::prevWeapon(%this)
{
%fromEnd = true;
%currentWeapon = "";
while ( %this.moveCurPtr("next") == true ) {} // Point at the last item in the inv list.
// Check if there is a weapon in use.
if ( (%image = %this.getMountedImage($WeaponSlot)) != 0 )
{
// There is a weapon in use. Find it and point at the first item before it.
%currentWeapon = %image.item.getName();
while ( %this.getInvItem("current", "name") !$= %currentWeapon ) // Note: No error checks in this loop.
%this.moveCurPtr("last");
if ( %this.moveCurPtr("last") == false )
while ( %this.moveCurPtr("next") == true ) {} // The current weapon was the first item in the list, restart.
else
%fromEnd = false;
}
// Iterate through the list.
while ( true )
{
if ( %this.getInvItem("current", "type") $= "weapon" )
{
%weapon = %this.getInvItem("current", "name");
if ( %weapon $= %currentWeapon )
return; // No other weapons found.
else if ( %this.getInvItem("current", "amount") > 0 )
{
// Weapon found, use it.
%weapon.onUse(%this);
return;
}
}
if ( %this.moveCurPtr("last") == false )
{
// End of list.
// If all of the list was searched, return. Otherwise restart from the beginning of the list.
if ( %fromEnd == true )
return;
%fromEnd = true;
while ( %this.moveCurPtr("next") == true ) {}
}
}
}
function ShapeBase::nextWeapon(%this)
{
%fromBeg = true;
%currentWeapon = "";
%this.moveCurPtr("first");
// Check if there is a weapon in use.
if ( (%image = %this.getMountedImage($WeaponSlot)) != 0 )
{
// There is a weapon in use. Find it and point at the first item after it.
%currentWeapon = %image.item.getName();
while ( %this.getInvItem("current", "name") !$= %currentWeapon ) // Note: No error checks in this loop.
%this.moveCurPtr("next");
if ( %this.moveCurPtr("next") == false )
%this.moveCurPtr("first"); // The current weapon was the last item in the list, restart.
else
%fromBeg = false;
}
// Iterate through the list.
while ( true )
{
if ( %this.getInvItem("current", "type") $= "weapon" )
{
%weapon = %this.getInvItem("current", "name");
if ( %weapon $= %currentWeapon )
return; // No other weapons found.
else if ( %this.getInvItem("current", "amount") > 0 )
{
// Weapon found, use it.
%weapon.onUse(%this);
return;
}
}
if ( %this.moveCurPtr("next") == false )
{
// End of list.
// If all of the list was searched, return. Otherwise restart from the beginning of the list.
if ( %fromBeg == true )
return;
%fromBeg = true;
%this.moveCurPtr("first");
}
}
}
#18
But last means previous, and now it makes sense!
Anyways, this is a great snippet of code, and I thank you very much! It will help me a lot!
I was switching to a while( boolean ) loop myself too.
And my bug was indeed the invetory cursor which has to be set each time you enter the function!
It works great...
Thanks again!
03/01/2002 (12:29 pm)
Wow.. you had me thinking there... I was like "Why does he keep selecting the last item" LOL!But last means previous, and now it makes sense!
Anyways, this is a great snippet of code, and I thank you very much! It will help me a lot!
I was switching to a while( boolean ) loop myself too.
And my bug was indeed the invetory cursor which has to be set each time you enter the function!
It works great...
Thanks again!
#19
Anyhow I'm glad you found my code useful!
03/03/2002 (8:19 am)
Yes, the "last" pointer is pretty confusing! Quite annoying to have to select the "last" item repeatedly to actually get the last item! :)Anyhow I'm glad you found my code useful!
#20
fps/server/scripts/inventory.cs (52): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (71): Unknown command getInvItem.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (84): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (52): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (71): Unknown command getInvItem.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (84): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (52): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (71): Unknown command getInvItem.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (84): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (52): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (71): Unknown command getInvItem.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (84): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (52): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (71): Unknown command getInvItem.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (84): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (52): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (71): Unknown command getInvItem.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (84): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (52): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (71): Unknown command getInvItem.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (84): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (52): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (71): Unknown command getInvItem.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (84): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (52): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (71): Unknown command getInvItem.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (84): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (52): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (71): Unknown command getInvItem.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (84): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (52): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (71): Unknown command getInvItem.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (84): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
Anyone know how to fix them?
P.S The game freezes when I try to scroll thru weapons!
04/08/2002 (11:51 am)
I get weird errors:fps/server/scripts/inventory.cs (52): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (71): Unknown command getInvItem.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (84): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (52): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (71): Unknown command getInvItem.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (84): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (52): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (71): Unknown command getInvItem.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (84): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (52): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (71): Unknown command getInvItem.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (84): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (52): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (71): Unknown command getInvItem.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (84): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (52): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (71): Unknown command getInvItem.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (84): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (52): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (71): Unknown command getInvItem.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (84): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (52): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (71): Unknown command getInvItem.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (84): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (52): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (71): Unknown command getInvItem.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (84): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (52): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (71): Unknown command getInvItem.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (84): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (52): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (71): Unknown command getInvItem.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
fps/server/scripts/inventory.cs (84): Unknown command moveCurPtr.
Object (1477) Player -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject
Anyone know how to fix them?
P.S The game freezes when I try to scroll thru weapons!
Torque Owner Ryan Ackley
ryan