Inspector/Dynamic Fields
by Dc · in Torque Game Engine · 06/26/2006 (5:39 am) · 1 replies
Hi, bought the sdk some time ago, along with the 2 books from kenny, never really touched it until recently. i downloaded the 1.4 and was doing a tut in the advanced book when i need to use dynamic fields. as i entered the fields in the inspector some that i had entered were dissapearing and others that were appearing that i didnt enter but in a kind of corrupt(ish) state, several times after this happened it ctd. i tried it with the 1.3 engine and it all seemed stable. so i pulled the latest cvs & compiled, thinking it might help but... alas, same kinda corrupty thingy.
http://img63.imageshack.us/my.php?image=wierd2ab.jpg
specificly the "ctor" field has been added, looks like it could be the beginning of the word "actor" whether it has any relavance i dunno.
anyway, my question/s is/are: is there a fix? / can i fix it? / how can i fix it?
(if this is all over the forums "somewhere" i appologise, i just couldnt find it/plz point me to thread)
Thanks.
Dc
http://img63.imageshack.us/my.php?image=wierd2ab.jpg
specificly the "ctor" field has been added, looks like it could be the beginning of the word "actor" whether it has any relavance i dunno.
anyway, my question/s is/are: is there a fix? / can i fix it? / how can i fix it?
(if this is all over the forums "somewhere" i appologise, i just couldnt find it/plz point me to thread)
Thanks.
Dc
Torque Owner Brian Hill
Most often, I end up editing my mission files manually in a text editor to add new dynamic fields and remove the 'ctor' fields. BTW, I always assumed 'ctor' was somehow related to a C++ constructor method.