TGB issue while going through Fish Demo tutorial
by Tiercel Software · in Torque Developer Network · 03/01/2009 (8:16 am) · 2 replies
Hi everyone,
I've been making my way through the Fish Demo tutorial, but seem to have hit a wall. I imported the fish (which showed up as a 4-cell static sprite rather than an animated sprite, as did all of the sprites) and made it to the end of section 4 where you need to change the class of the fish to FishClass.
However, the scripting section under the edit tab refuses to drop down to give me the ability to do this. In fact none of the objects open up the scripting tab.
Any thoughts? Has anyone else run into this?
I've been making my way through the Fish Demo tutorial, but seem to have hit a wall. I imported the fish (which showed up as a 4-cell static sprite rather than an animated sprite, as did all of the sprites) and made it to the end of section 4 where you need to change the class of the fish to FishClass.
However, the scripting section under the edit tab refuses to drop down to give me the ability to do this. In fact none of the objects open up the scripting tab.
Any thoughts? Has anyone else run into this?
#2
It has been a while since I looked at the TGB tutorials, but it sounds to me like you may have missed something.
When you imported the fishArt resources, there should be both static sprites and animated sprites on the right hand side of the interface under the "Create" tab. If you do not see the animated sprites, either click the arrow next to the static sprites to minimize that category, or scroll down the list.
Make sure you use the animated sprite.
As for your problem with editing the script, after you've edited/typed out the script inside the .cs file...
- First click on the fish inside your viewport (the big editing area on the left)
- Then click the "Edit" tab on the top right of the interface.
- Then scroll down the list (Animated Sprite, Behaviors,Scene Object, Align, Scripting, etc.) until you see scripting.
- Click on the bar labeled "Scripting" and it should unfold to list some options (checkbox for Persistant, Config Datablock, Name, Class, Super Class, and a checkbox for Use Mouse Events).
- In the Class textbox, enter "FishClass".
I hope this helps.
04/11/2009 (9:38 pm)
A little late in replying to your post, but hopefully you either figured out the problem on your own, or at the very least not given up. I'm surprised no one has helped you with this already.It has been a while since I looked at the TGB tutorials, but it sounds to me like you may have missed something.
When you imported the fishArt resources, there should be both static sprites and animated sprites on the right hand side of the interface under the "Create" tab. If you do not see the animated sprites, either click the arrow next to the static sprites to minimize that category, or scroll down the list.
Make sure you use the animated sprite.
As for your problem with editing the script, after you've edited/typed out the script inside the .cs file...
- First click on the fish inside your viewport (the big editing area on the left)
- Then click the "Edit" tab on the top right of the interface.
- Then scroll down the list (Animated Sprite, Behaviors,Scene Object, Align, Scripting, etc.) until you see scripting.
- Click on the bar labeled "Scripting" and it should unfold to list some options (checkbox for Persistant, Config Datablock, Name, Class, Super Class, and a checkbox for Use Mouse Events).
- In the Class textbox, enter "FishClass".
I hope this helps.
Torque Owner Tiercel Software