Move function
by Will O-Reagan · in Torque X 2D · 04/14/2007 (1:03 pm) · 3 replies
Whats going on with the move ordeal, in the process tick? I can't get it to register after != null in my new button objects...
what I mean to say is, im pushing a new almost identical input map, but it doesnt seem to get passed the move != null parameter in my process tick. I'm using keys to process the moves. placing a break point after the move! = null, just reveals the move is null, or not even getting it to break and debug, even though I'm obviously hitting keys. Am i missing something?
as a side note, the other buttons, such as bindCommand, or buttons are working properly, its just stickDigital I can't get to in my input-maps registered after the original
what I mean to say is, im pushing a new almost identical input map, but it doesnt seem to get passed the move != null parameter in my process tick. I'm using keys to process the moves. placing a break point after the move! = null, just reveals the move is null, or not even getting it to break and debug, even though I'm obviously hitting keys. Am i missing something?
as a side note, the other buttons, such as bindCommand, or buttons are working properly, its just stickDigital I can't get to in my input-maps registered after the original
About the author
I have a degree in dramatic art, and literature, from UC Santa Barbara. I've worked for a few studios, also at Animax Ent in 2008, and some smaller studios. Currently studying Computer Science at CSU Channel Islands.
#2
PlayerManager.Instance.GetPlayer(0).ControlObject = SceneObject;
I copied it directly from the movement component itself. So something must be wrong...
04/14/2007 (7:52 pm)
I thought that was it too.. I tried this code...PlayerManager.Instance.GetPlayer(0).ControlObject = SceneObject;
I copied it directly from the movement component itself. So something must be wrong...
#3
edit: sorry. still havn't manged to isolate my error, I was misreading my data...
edit: I think I was slamming the input map, and I needed to give the engine a few ticks to assign the player... I stepped into it and found move was != null. _ found 2 ticks had passed, .06 seconds once I stopped slamming it. my bad.
edit: I got my strange scenario to work nothing weird going on. Just you have to give the inputmap a few ticks to take, and probobly should only assign it once, for each change in inputmap.
edit: This for me is finally debugged. Aparently there are many ways to muck up how you create an input map and it has something to do with the object hiearchy. Just if you run into my described problem, fall back on the basic way of assigning an input map as shown in the basic starter kit. That SetupInputMap() is basicaly the only way I was able to get this thing to work for me.
04/25/2007 (11:50 am)
Ok, I've managed to isolate my error here. edit: sorry. still havn't manged to isolate my error, I was misreading my data...
edit: I think I was slamming the input map, and I needed to give the engine a few ticks to assign the player... I stepped into it and found move was != null. _ found 2 ticks had passed, .06 seconds once I stopped slamming it. my bad.
edit: I got my strange scenario to work nothing weird going on. Just you have to give the inputmap a few ticks to take, and probobly should only assign it once, for each change in inputmap.
edit: This for me is finally debugged. Aparently there are many ways to muck up how you create an input map and it has something to do with the object hiearchy. Just if you run into my described problem, fall back on the basic way of assigning an input map as shown in the basic starter kit. That SetupInputMap() is basicaly the only way I was able to get this thing to work for me.
Torque 3D Owner Stephen Zepp