Create SimGroup in Script or Editor?
by Drethon · in Torque Game Builder · 04/24/2009 (7:45 pm) · 6 replies
Is it best to create the SimGroup via a script and in turn probably populate the entire level via a script or can this be done through the editor?
#2
04/25/2009 (4:14 pm)
Looks useful but I'm having a hard time seeing how I can reference this t2dSceneObjectGroup again since its not assigned to any object (probably would know this if I was more familiar with Torque scripting...)
#3
- switch to the project tab in the editor
- select the group
- switch to the edit tab in the editor
- enter a name under the Scripting rollout
You can then use that name to work with the group.
04/25/2009 (11:12 pm)
Here's how you can assign the group a name:- switch to the project tab in the editor
- select the group
- switch to the edit tab in the editor
- enter a name under the Scripting rollout
You can then use that name to work with the group.
#4
Object names look very useful as they can be used where you don't know the object name. Are there any drawbacks to identifying objects this way?
04/26/2009 (7:46 am)
I got it, probably should have figured out that one myself...Object names look very useful as they can be used where you don't know the object name. Are there any drawbacks to identifying objects this way?
#5
04/26/2009 (7:52 am)
Quote:Are there any drawbacks to identifying objects this way?Not if you use unique names.
#6
04/26/2009 (10:01 am)
Cool, thanks for the help
Torque Owner Shaderman