Mounting is whacky.. need help
by Brandon · in Torque X 2D · 02/16/2009 (3:57 pm) · 3 replies
How the heck are you supposed to mount stuff? I'm trying to mount a bigger object to my smaller object and I want to mount it at the very front of my smaller object, but when I select to mount the item it puts the cursor right in the middle of the bigger object which means it will not be placed where I want it.
Anyone know how to get around this?
I can mount the smaller object to the bigger object but then I don't have the information about that smaller object in my bigger object if that makes sense.. the bigger object.MountedTo is null
Anyone know how to get around this?
I can mount the smaller object to the bigger object but then I don't have the information about that smaller object in my bigger object if that makes sense.. the bigger object.MountedTo is null
#2
02/16/2009 (5:52 pm)
I do add link points, but in the GUI when I click the mount object button it centers my mouse in the sprite so when I add it to the smaller sprite it is not in the place I want it to be.
#3
Assuming that's setup correctly the next thing I would try is zooming in and trying the mount when things are a bit bigger. When you are mounting the object sticks to nearby link points which can be a problem if you have a whole bunch of them in close proximity.
If none of the above works you can always do the mounting in code.
02/16/2009 (10:15 pm)
Okay, a few things come to mind. First off: to which object are you adding link points? It should be the one you are mounting to, the small one in your case.Assuming that's setup correctly the next thing I would try is zooming in and trying the mount when things are a bit bigger. When you are mounting the object sticks to nearby link points which can be a problem if you have a whole bunch of them in close proximity.
If none of the above works you can always do the mounting in code.
Torque Owner Sean Monahan
I think what you want to do is add a link point to your small object then mount the large one to to that.