Game Development Community

Disappearing Units

by Brian Uptagrafft · in RTS Starter Kit · 04/10/2006 (12:01 pm) · 5 replies

Hi again,

I've found something a bit odd that I can't quite figure out. If I make any modifications to the RTSUnit class in C++, my units don't show up when I load the engine, but I can drag-select and the circles show up inside the selection. If I release the drag selection, it selects just one of the circles. This happens if I add even a single, simple variable to the RTSUnit.h. Any ideas?

Thanks!

#1
05/09/2006 (10:01 am)
Hey, did you fix this, I think I may have the same problem
#2
05/09/2006 (10:15 am)
Try a full recompile -- if taking the variable away doesnt help.

I have a fully customized RTSUnit class, so that isnt the problem.

In VS2005e r-Click on the solution and click "ReBuild".
#3
05/09/2006 (10:56 am)
Hmm it must be a problem with the script actually because when I use it on the original rts project it works
#4
05/09/2006 (7:47 pm)
Scripts (.cs) are not project resources a clean/build will not cure problems from scripting errors
you can edit/change scripts and see immediate results without a rebuild

btw Ricky I can turn your units blue in mipmap for ya with a couple quick edits
in example\common\server directory

IN clientConnection.cs
=====
// Send mission information to the client
sendLoadInfoToClient( %client );
ADD
sendStatsListToClient( %client );
sendTeamInfoToClient( %client);
=====
colored units display is TEAM info
=====find this block=====
// Save client preferences on the connection object for later use.
%client.gender = "Male";
%client.armor = "Light";
%client.race = "Human";
%client.skin = addTaggedString( "base" );
%client.setPlayerName(%name);
%client.score = 0;
and ADD this line at end
%client.ready = false;
=====
Don't understand this one lobby isnt controlled here but it needs it.
The ready=false in server.cs controls the lobby ready function.

Lastly "purely cosmetic change"
find
// Inform the client we've joined up
messageClient(%client,
'MsgClientJoin', '\c2Welcome to the Torque demo app %1.',
and change last line to:
'MsgClientJoin', '\c2Welcome to the RTS Lobby, %1.',
save the clientConnection.cs file and you should get blue units in mipmap
assuming you have these files from

RTSStarterKit\example\common\server
prefs.cs
server.cs
server.cs.dso
copied to
SDK\example\common\server
so you have a LOBBY to host multiplayer
#5
05/10/2006 (7:29 am)
William, I already have blue units, read the community project thread. xD
Also, the lobby wont help the units reappear?
That has to be a C++ error. A rebuild usually helps stuff like that, I've had to do it about 3 times now (TGB or TGE).

Its needs %client.ready = false, because it defaults to '0', this is just setting the default.