Different vehicle behavior depending on .mis file is stumping me
by Netwyrm · in Torque 3D Professional · 07/05/2010 (8:27 pm) · 2 replies
Does this behavior ring any bells for anyone?
I've been hacking away at the 3D Diggers HorsePack for a week or so, and I have a horse rigged up to drop in via a key press.
Mounting the horse works, dismounting the horse works, and driving the horse about works, complete with "hoofbeats" and animation which scales from "walking" to "trotting" to "galloping" depending on how fast you roll the mouse.
However, even on a clean load after a complete quit of both client and server, trying to get the horse to display anything except standard vehicle behavior (legs locked, wide sweeping acceleration and turns, no animations) in any but the one mission where it works.
I was under the impression that behavior sourced from the engine, not the mission file, but this one has me stumped. Now I suspect my code port is utterly horrible (AFX + melee + horse pack/hackiness^2 * beta release platform) but this doesn't make any sense at all--working in one .mis and not in another.
I've been hacking away at the 3D Diggers HorsePack for a week or so, and I have a horse rigged up to drop in via a key press.
Mounting the horse works, dismounting the horse works, and driving the horse about works, complete with "hoofbeats" and animation which scales from "walking" to "trotting" to "galloping" depending on how fast you roll the mouse.
However, even on a clean load after a complete quit of both client and server, trying to get the horse to display anything except standard vehicle behavior (legs locked, wide sweeping acceleration and turns, no animations) in any but the one mission where it works.
I was under the impression that behavior sourced from the engine, not the mission file, but this one has me stumped. Now I suspect my code port is utterly horrible (AFX + melee + horse pack/hackiness^2 * beta release platform) but this doesn't make any sense at all--working in one .mis and not in another.
About the author
My adventures in T3D are chronicled at http://www.worldofantra.com. Please be aware the subject is sword-and-sorcery, and the occasional bloody or bare body part may be in scope.
#2
The horse datablock is the same in all instances... there is only one horse datablock definition. The datablock is not part of the ".mis" file, as that only contains world, terrain, and object information.
Spawning is not being handled via a spawnpoint, but by trapping the player's camera position and offsetting it--which works consistently when using player models from various sources. The really strange thing is that of the half-dozen missions I've created, I get the standard vehicle behavior from the horse in all but the one, including in one "indoor" mission file.
I haven't been able to figure it out, so I've actually tabled the question until I understand it better. Not the same thing as saying it doesn't make me crazy though--but there are so many things I don't yet understand needed to figure it out successfully that it will have to wait.
08/09/2010 (11:41 pm)
Thanks for your suggestions. I will certainly try another diff, it's been a couple of weeks since I last was stabbing at this.The horse datablock is the same in all instances... there is only one horse datablock definition. The datablock is not part of the ".mis" file, as that only contains world, terrain, and object information.
Spawning is not being handled via a spawnpoint, but by trapping the player's camera position and offsetting it--which works consistently when using player models from various sources. The really strange thing is that of the half-dozen missions I've created, I get the standard vehicle behavior from the horse in all but the one, including in one "indoor" mission file.
I haven't been able to figure it out, so I've actually tabled the question until I understand it better. Not the same thing as saying it doesn't make me crazy though--but there are so many things I don't yet understand needed to figure it out successfully that it will have to wait.
Torque 3D Owner Christopher Gardner