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TGBX Bug: Linkpoint names

by Jonathon Stevens · in Torque X 2D · 01/17/2007 (9:19 pm) · 2 replies

First, there's nowhere to set the linkpoint name in TGBX. Then, if you change it in xml, TGBX changes it BACK to the original 'linkpoint#' name when the level is saved, even if you didn't touch the linkpoints.

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With a few casual games under his belt as CEO of Last Straw Productions, Jonathon created the increasingly popular Indie MMO Game Developers Conference.


#1
01/18/2007 (9:37 am)
I've run into this problem as well.
#2
01/18/2007 (5:44 pm)
It's a feature!

I suggest just using the names "LinkPointN" in your code (where N, of course, is the number of the link point). Not very OO I know, but what I'm doing is making constants to reference them. I can then mount to ARROW_LINK_POINT instead of "LinkPoint1" which makes me feel a little better about the situation.