Help with new Door_Elevator / PathedInterior
by Stefan Beffy Moises · in Torque Game Engine · 08/05/2003 (2:16 am) · 6 replies
Ok, I've finally tried the new "PathedInterior" class in the HEAD to get sliding doors and the like into our game... AFAIK those are taken from MarbleBlast and should work similar... now the only docu I found was a thread post over here...
Now, as I was playing with it, I realized that there dont seem to be any script changes yet to add PathedInteriors in the mission editor... so I went the usual way and added
and
and of course I have some dummy datablock:
tork.zenkel.com/uploads/pics/door2.jpg,
but I'm not sure what "interiorResource" is expecting (it seems to need the complete filename of my interior, is that correct? Or just the name?)
But where I am totally lost is the "interiorIndex" parameter... what is that? how should I know the interior subobject id? (trying -1 or 0 or 1 etc. gives my an assertion...)
And also, can I add a Door_Elevator object to any other map file? Or do I have to make doors as separate .maps?
Could somebody plz post a little howto? Or add the necessary script changes to the HEAD? Or both? ;)
Or point me to some (MB) documentation maybe?
Thx!
Now, as I was playing with it, I realized that there dont seem to be any script changes yet to add PathedInteriors in the mission editor... so I went the usual way and added
%Mission_Item[6] = "PathedInterior";to common/editor/EditorGui.cs
and
function ObjectBuilderGui::buildPathedInterior(%this)
{
%this.className = "PathedInterior";
%this.addField("dataBlock", "TypeDataBlock", "PathedInterior Data", "PathedInteriorData");
%this.addField("interiorResource", "TypeString", "interiorResource", "");
%this.addField("interiorIndex", "TypeS32", "interiorIndex", "0");
%this.addField("basePosition", "TypeMatrixPosition", "basePosition", "0 0 0");
%this.addField("baseRotation", "TypeMatrixRotation", "baseRotation", "1 0 0 0");
%this.addField("baseScale", "TypePoint3", "baseScale", "1 1 1");
%this.process();
}to common/editor/objectBuilderGui.gui...and of course I have some dummy datablock:
datablock PathedInteriorData(PathedDefault)
{
StartSound = FootLightSoftSound;
StartSound = FootLightSoftSound;
StartSound = FootLightSoftSound;
};But it doesn't quite work... I get the gui to add the object:tork.zenkel.com/uploads/pics/door2.jpg,
but I'm not sure what "interiorResource" is expecting (it seems to need the complete filename of my interior, is that correct? Or just the name?)
But where I am totally lost is the "interiorIndex" parameter... what is that? how should I know the interior subobject id? (trying -1 or 0 or 1 etc. gives my an assertion...)
And also, can I add a Door_Elevator object to any other map file? Or do I have to make doors as separate .maps?
Could somebody plz post a little howto? Or add the necessary script changes to the HEAD? Or both? ;)
Or point me to some (MB) documentation maybe?
Thx!
About the author
#2
ah well, it hopefully *will* work someday ... :)
thx for the info though!
08/05/2003 (1:30 pm)
Ah... hm... ok... glad I merged the map2Dif changes in last weekend... ;)ah well, it hopefully *will* work someday ... :)
thx for the info though!
#3
Awesome... I'll play with this as soon as I get net back at home.
08/05/2003 (2:00 pm)
Cool the class is there tho?Awesome... I'll play with this as soon as I get net back at home.
#4
11/21/2003 (9:12 am)
Are these functional yet?
#5
not to far from completion..
depends what you want them to do.
11/21/2003 (9:36 am)
Not the last time I checked.not to far from completion..
depends what you want them to do.
#6
11/22/2003 (7:32 am)
Mark Harmon is apparently making some progress:www.garagegames.com/mg/forums/result.thread.php?qt=13973
Associate Kyle Carter
PathedInteriors are non-functional at this time.