Static Shapes/Shapes Problem
by KQswst104 · in Torque Game Engine · 06/01/2009 (7:35 pm) · 4 replies
How can I make a dts file come up in the static and not static shapes category in the Mission Editor? I've checked, made sure its in the data/shapes category, and no matter what the dts file pops up only in the static shapes file, and its a health pack so I need to be able to interact with it through scripting.
About the author
#2
06/01/2009 (10:36 pm)
In the mission editor, you can only either view the dts static shape file, or spawn a static shape object by creating a static shape datablock. if you make a datablock, hopefully it'll show up in the directory :)
#3
Update: Look in Server/logoItem.cs
//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
datablock StaticShapeData(TorqueLogoItem)
{
category = "Items";
shapeFile = "~/data/shapes/3dtorquelogo/torque_logo.dts";
};
If you still have trouble let us know. We'll keep helping.
Tony
06/02/2009 (5:43 am)
The gettingStarted.pdf tutorial explains it. You can find it in C:YOUR_TGE_DIRECTORYexampleGettingStarted.pdfUpdate: Look in Server/logoItem.cs
//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
datablock StaticShapeData(TorqueLogoItem)
{
category = "Items";
shapeFile = "~/data/shapes/3dtorquelogo/torque_logo.dts";
};
If you still have trouble let us know. We'll keep helping.
Tony
#4
The thing to remember is that objects that show up as "Shapes" are scripted object that have an associated datablock. It's the category field in the datablock that determines where in the Shapes list you will find your object, and without the datablock you wont be able to find it because it won't be added to the list.
06/02/2009 (9:22 am)
You have the SDK, so you should be able to just find the existing HealthKit datablock in the Demo or especially the starter.fps. Just copy that for use in your project, and read over the script functions to get an understanding of how the kits work (a keypress) as opposed to the healthpatches (onCollision).The thing to remember is that objects that show up as "Shapes" are scripted object that have an associated datablock. It's the category field in the datablock that determines where in the Shapes list you will find your object, and without the datablock you wont be able to find it because it won't be added to the list.
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