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Need C++ help, coding fxBannerReplicator

by Infinitum3D · in Torque Game Engine · 08/18/2008 (10:49 am) · 2 replies

Let me post my typical disclaimer.. I am NOT a C++ programmer.

OK, bring on the flames :)

That being said, I am attempting to follow Melvyn May's lead, using fxFolliageReplcator as a template. I am trying to create a "swaying" banner that will move similar to the "swayOn" of the fxFolliageReplcator (using the upper as the pivot rather than the lower, naturally).

My first change from fxFolliageReplcator.cc is the addGroup( "Area");

Since this needs to place an image at a specific spot, I would like to use addGroup( "Location"); followed by addField( "Transform");

Or would it be better to use addGroup( "Transform"); followed by addField( "position"); rotation, and scale?

Am I on the right track?

This is a major learning experience for me, so please be kind!

Tony

#1
08/18/2008 (10:53 am)
Hi Tony,

Good to see you progress. One thing to remember is that, although fxFoliageReplicator does handle the sway, it's primary purpose is to replicate large numbers of objects with a seed. You're not in need of any of that, so keep that in mind while you port changes.
#2
08/18/2008 (10:56 am)
Thanks Stefan!

Answering my own question here, sort of...

The persistentField for Transform is coming from a prior #include, I think.
"Area" is specific to fxFolliageReplcator...

So, to answer my own question, addGroup( "Transform"); does NOT need to be coded.

Can I simply remove the addGroup( "Area"); and its addField( lines?

Tony