V1.1.3 - Mount Nodes will Unmount Attached Objects
by Dave Calabrese · in Torque Game Builder · 01/10/2007 (7:20 am) · 0 replies
Problem 1: If an object is set to 'Persist', all mounted objects will become unmounted on save.
Problem 2: If you copy the text code for a path into the raw .T2D file, or type in the path code, or anything that will add a path outside of the editors, then apparent random objects will become unmounted and will need to be re-mounted. I'm guessing this has to deal with the paths attempting to use existing mount node IDs and causing the newer places paths to take precedence over those mount nodes. I have a rather lengthy suggestion about some severly needed improvements in the mount node management in the Suggestions forum (available here: http://www.garagegames.com/mg/forums/result.thread.php?qt=55260). An additional improvement to this, to help with conflicting link-nodes, would be to allow text strings for the mount node IDs. To this, I would suggest that the mount node IDs are also automatically appended with the object name. So if your object name was "BigOlGun", and you placed Mount Node #4, the engine would automatically call this "BigOlGun_Node_4". So this raises one final problem - copy / pasting the object. The copy/paste code would need to make sure that it goes through and updates all nodes to be something like, "BigOlGunCopy1_Node_4". I believe this would solve a great number of problems related to link nodes, which right now are one of the best features of TGB, unfortunately are also one of the buggiest and least user-friendly.
Problem 2: If you copy the text code for a path into the raw .T2D file, or type in the path code, or anything that will add a path outside of the editors, then apparent random objects will become unmounted and will need to be re-mounted. I'm guessing this has to deal with the paths attempting to use existing mount node IDs and causing the newer places paths to take precedence over those mount nodes. I have a rather lengthy suggestion about some severly needed improvements in the mount node management in the Suggestions forum (available here: http://www.garagegames.com/mg/forums/result.thread.php?qt=55260). An additional improvement to this, to help with conflicting link-nodes, would be to allow text strings for the mount node IDs. To this, I would suggest that the mount node IDs are also automatically appended with the object name. So if your object name was "BigOlGun", and you placed Mount Node #4, the engine would automatically call this "BigOlGun_Node_4". So this raises one final problem - copy / pasting the object. The copy/paste code would need to make sure that it goes through and updates all nodes to be something like, "BigOlGunCopy1_Node_4". I believe this would solve a great number of problems related to link nodes, which right now are one of the best features of TGB, unfortunately are also one of the buggiest and least user-friendly.
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