Scrolling credits getting stuck
by University of Central FL (#0003) · in Torque Game Engine · 07/16/2006 (3:57 pm) · 1 replies
Hello,
I am currently trying to place a bunch of credits in the world as item objects ( I use items instead of static shapes because you can't apply a velocity to static shapes). I am placing them in the world because our producers want the credits in 3d.
Anyway, I can place all the credits fine, and when I hit a trigger they are supposed to all get a velocity of "0 0 2" so they scroll upwards. This happens fine, but after a bit they all stop scrolling. I thought it was a collision problem, so I went into item.cpp and changed the collision mask to the following:
We don't use items at all in our game, so this change won't mess anything else up. Unfortunately, the credits still stop scrolling after a bit. It looks like they stop when they hit the bottom of the terrain, but they shouldn't collide with the terrain since I changed the collidemask.
Anyone have any ideas why this would happen?
I am currently trying to place a bunch of credits in the world as item objects ( I use items instead of static shapes because you can't apply a velocity to static shapes). I am placing them in the world because our producers want the credits in 3d.
Anyway, I can place all the credits fine, and when I hit a trigger they are supposed to all get a velocity of "0 0 2" so they scroll upwards. This happens fine, but after a bit they all stop scrolling. I thought it was a collision problem, so I went into item.cpp and changed the collision mask to the following:
const U32 sClientCollisionMask = PlayerObjectType ;
We don't use items at all in our game, so this change won't mess anything else up. Unfortunately, the credits still stop scrolling after a bit. It looks like they stop when they hit the bottom of the terrain, but they shouldn't collide with the terrain since I changed the collidemask.
Anyone have any ideas why this would happen?
Torque Owner University of Central FL (#0003)