Game Development Community

Accessing custom profiles in GUI tool

by Stuart Kenny · in Torque Game Builder · 09/17/2007 (6:29 pm) · 2 replies

I'm obviously missing something.

I'm using TGB 1.5.1 and Torsion.

Before I upgraded to 1.5.1, when I ran my game from Torsion with default settings, it launched the game in the level editor. This was a nuisance, but it did work.

Once I upgraded, the game launches directly - much more convenient, and I've been using the basic level editor, included in the release.

So far, so good.

However, when I use the GUI tool, I don't have access to my custom profiles.

I need to know how to either:

a) load my custom profiles into the basic editor (doesn't seem to be possible)

or

b) Rebuild a custom editor (I think this is what is needed, but I can't find any reference in the docs saying how to.)


Thanks in advance,

Stuart

#1
09/18/2007 (7:24 am)
I'm having the same exact issue. I have to constantly go back in and hand edit the gui file. what I do now is have a commented out line in the gui file so when the editor hacks my custom profile I use the commented version. It also lets me know what custom profile this gui was using. This is very annoying.
#2
09/19/2007 (1:33 pm)
The problem is that the editor only loads certain parts of the game, such as the behaviors and datablocks. If you want additional scripts to be run when using the editor, you have to exec them from one of those places. So for instance, to run your profiles script in the editor, exec it from datablocks.cs, or create an initialization file in the behaviors folder that runs the scripts you need for editing (object datablocks, profiles, etc).