Game Development Community

Unique mission Object names.

by Peterjohn Griffiths · in Torque Game Engine · 12/10/2007 (12:42 pm) · 7 replies

I need to auto generate a name for each object in a mission when its created. This name needs to be unique. I also need any object that is loaded from a mission file that doesn't have a name to auto generate a name.
Can anyone point me in the directions of the code that is run when an object is created in a mission in the editor and when the mission is loaded in game. I can't seem to figure out how this is done.
Many thanks.

#1
12/10/2007 (1:01 pm)
You could do a recursive walk through the SimGroup "MissionGroup",
assigning names as you go along.

but the fact that you want to require a unique name for every object in the mission sounds like symptom of a design you might want to re-think.

what are you trying to achieve ?
perhaps folks here could suggest some alternatives.
#2
12/11/2007 (12:06 am)
I am trying to fix a problem with child / parent relationships. The problem I have is when a mission is saved, the relationship is lost if the name of the object isn't set or isn't unique.
I know all objects are given an ID when the mission is loaded but they change each time the mission is loaded so I wanted to make the name field to auto populate and have to be unique. This would fix the problem and when the missions are loaded the child / parent relationships would be intact.
This is currently causing a crash when missions are unloaded as the child / parent relationships were not established on mission load.
If these relationships are set manualy through console with objects that have unique names set, it all works fine.
I believe that if I do the following, it will cure my problem.
1) Make torque give every object a unique name when they are created.
2) When an object is given a name, make sure its unique or make is unique.
3) When an object is given a null name, make a unique name for it.
However I am unsure where to start.
#3
12/11/2007 (8:35 am)
What sort of child/parent relationships ?
those relationships work pretty well for SimGroups, including saving & loading,
but perhaps you're introducing a new type of p/c relationship ? like making say a DIF be a container ?
#4
12/11/2007 (11:58 am)
Most game engines allow you to attach child objects to parent objects. Imagine a player running around who gets shot with an arrow. You should be able to attach an arrow to the player making it a child of the player object so it will follow the player and keep its relative position to the player.
TGE lacks this and the closest mod I have found for this is "Attachable SceneObjects in Hierarchical Coordinate Spaces" by "Anthony Lovell". As good as this is, there are a lot of problems with this mod.
I have been doing a lot with this mod, but I need unique names for mission objects to fix a bug.
#5
12/12/2007 (6:16 pm)
I think I may have a solution, however I need someone to confirm that simbase is related to scene objects.
I can make this work at the same time the ID is created in simbase.
Basicaly I will grab the date/time and add the id to the end.
This should do the job. Very basic.
#6
12/12/2007 (6:36 pm)
Pretty much everything derives from simbase
#7
12/13/2007 (12:28 am)
Thats great.
Thanks for your help.
This has been bugging me for a while.
Nice to get some headway.
Thanks again.