World Editor Inspector Dynamic Fields
by Dale Harper · in Torque Game Engine · 03/27/2008 (10:07 am) · 3 replies
I'm using TGE 1.5.2 and have written a scripted swinging door system that works pretty well. I'm writing a tutor for it now but have ran into a problem with adding dynamic fields via the World Editor Inspector. My system requires four dynamic fields for each door object. If I edit the mission file and add these all is well. I thought it would be easier to add them when the doors are inserted into the mission using the World Editor Inspector but I simply can not get this to happen. I add the fields and set the values hitting apply after each is added but they become mangled. The editor changes the names and values that I have assigned to the fields to gibberish type garbage. I've also tried adding all four fields then hitting Apply but with the same results.
Am I missing something or is there a bug in the dynamic field code of the World Editor Inspector?
Thanks for you time
Dale
Am I missing something or is there a bug in the dynamic field code of the World Editor Inspector?
Thanks for you time
Dale
About the author
#2
03/27/2008 (5:18 pm)
It's at the very bottom of the editor inspector. you gotta click on some icon.
#3
03/27/2008 (5:34 pm)
Hi Ramen, Thank you for replying. I understand how to add dynamic fields it's how to keep the editor from destroying them after I add them that is giving me a problem. For example: I just selected a door object and added four dynamic fields to it in the editor. I named them test1, test2, test3 and test4. I assigned values to them of 3577, 3578, 3579 and 3580. I applied the changes and saved the mission. I then exited the mission and reloaded. Now when I select the same door object my dynamic fields are named test1, onGroup, test3 and test4. The values are now 3577, default value, 3579, 3580. This is much better results than I've been getting. Most of the time most if not all of my dynamic fields are destroyed.
Torque Owner Dale Harper