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HoverVehicles and Dust Trails in 1.4

by Kirby Webber · in Torque Game Engine · 12/13/2005 (9:12 am) · 7 replies

Greetings,

I'm having a starnge issue with hovers in 1.4.

I have defined a pat, pretty standard dust particle and emitter in my vehicle script using the same *.png file the wheeled vehicle uses.

what's strange is that any time I load a mission with the emitter defined, the engine crashes shortly after adding the vehicle to the scene.

If I comment out the emitter declaration, everything is fine - although no dust trail (obviously).

I dug aroudn a bit in the dif datablock scripting section of TDN for hovers and noticed that it states the emitter datablock must point to type AudioProfile <- that can't be right... can it?! WTH?

At any rate, it's not exactly a show stopper at this time, but I thought I'd see if anyone has had a similar issue and found any resolution

Any and all suggestions are welcome.

#1
12/13/2005 (9:14 am)
I'm having the exact same problem, although I have found no solution yet.
#2
12/13/2005 (9:41 am)
If you're talking about the hover emitter it may be that a sound effect can be played in tandum with ejection of the dustParticle .png. I'm working on hovers too and have a visual effect using the hover emitter that displays whenever the vehicle gets real close to the terrain. While I haven't found any sound effect settings I have suspected there might be one.

One way to test it would be to point the datablock to an audio file in the Sounds folder and see what happens in-game.
#3
12/13/2005 (9:56 am)
[edit]

On second thought, I suppose it's worth a shot.

On question thought - I don't see any fields that seem intended to point to an audioProfile.... do you have an example?
#4
12/13/2005 (10:02 am)
Yeah, I know. But when you get around to it you can simply point a sound file you already have in the folder. One of the 'beep' files for instance would work for testing.
#5
12/13/2005 (10:04 am)
Bah - you beat my eidt. =P
#6
12/13/2005 (10:22 am)
No. Like I said I haven't found where to insert a sound effect for the hover emitter. It was just an idea of what might be holding you up. All of the audio file pointers I've worked with have been in the vehicle script below the vehicle datablock.

You're welcome to send me a copy of the file your working with . I can look at it for comparison.
#7
12/13/2005 (10:38 am)
[edit]

Then again there is the AudioProfile script in the serverside scripts folder. This defines various types of sounds, such as Default3DLooping, 2D GUI sounds, etc. It maybe Torque needs the type defined and not a file pointer.