Game Development Community

Wierd error when setting up Hammer on whack-a-mole tut

by Stephen Howe · in Torque Game Builder · 07/23/2006 (12:31 pm) · 0 replies

I've found small coding errors in this tut (nothing major, things like case wrong, pdf not matching code samples & later parts of the pdf, etc). Nothing critical: I've done C/C++ & Doom 3 scripting so I tracked those down quite a bit (but boy, do I miss the way D3 points out what's wrong with scripts specificly, as in the code itself, not just hte line #'s, but I need to re-learn how to debug in my head anyway). But let me assure you, I've ran through this part of the tut & compared my code/level to the finished game, it looks the same (except i formatted my .cs files differently).

Anyways...

I'm working on the hammer. I drop/drag the animated hammer in. Name it "moleHammer". So far so good. I save. Hit play. Hammer is there, yeah! Go back to editor & the hammer is gone! It's not located visually in the level editor, not in the project tree, nowhere.

Ok, I place another hammer in... give it the propper name.. run the game, it's there, working. Go back to editor: gone.

:?

If I open up the level file in my text editor the hammer isn't there. If I drop/drag a hammer in the TGB level editor & save, then re-open the level in a text editor, the hammer is there.

Wierd. :)

This may be related to a less critical wierd "error." When I first open up TGB & the mole tut, all the mole holes are small & dn't have the respawnPointDatablock applied. I run the game, exit & it's applied. I'm just assuming it only reads the script files (in this case, the datablock info) one the game is ran, not on editor load.

anyway, I'l looking forward to being a purchaser soon after the trial runs out. :)