TGEA locks up when declaring Playerdata datablock
by Lee Latham · in Torque Game Engine Advanced · 11/02/2007 (2:41 pm) · 5 replies
I'm trying to port my AI stuff from TGE. Unfortunately, TGEA 1.0.3 locks up on loading the mission when this is present:
I've isolated it this far. Torsion doesn't seem to be playing nice with TGEA, either, so it's hard to isolate it further. No AI's are actually being put into the mission, yet, so I don't think it's something one of the AI functions is doing. Also I changed "DemoPlayer" to "boogerhead" here in the db declaration and it still locks up, and I'm pretty sure none of my functions references that db name :-) . It doesn't seem to like the declaration itself. Does TGEA have a problem with more than one Playerdata datablock being declared?
Any input would be greatly appreciated!
lee
datablock PlayerData(DemoPlayer : PlayerBody)
{
shootingDelay = 100;
};I've isolated it this far. Torsion doesn't seem to be playing nice with TGEA, either, so it's hard to isolate it further. No AI's are actually being put into the mission, yet, so I don't think it's something one of the AI functions is doing. Also I changed "DemoPlayer" to "boogerhead" here in the db declaration and it still locks up, and I'm pretty sure none of my functions references that db name :-) . It doesn't seem to like the declaration itself. Does TGEA have a problem with more than one Playerdata datablock being declared?
Any input would be greatly appreciated!
lee
#2
Unfortunately, it didn't really help with this issue. I went ahead and had the AI functions just use PlayerBody, and it seems to be working ok. What's the benefit of having the AI use a different PlayerData db?
11/03/2007 (5:45 pm)
@Marc: Thanks, yeah actually I found mine had that bug, for some reason, and Torsion is now operating just fine.Unfortunately, it didn't really help with this issue. I went ahead and had the AI functions just use PlayerBody, and it seems to be working ok. What's the benefit of having the AI use a different PlayerData db?
#3
Are you sure the script containing the definition for PlayerBody is being exec'd before the script containing the DemoPlayer definition?
11/06/2007 (7:10 am)
The benefit is being able to scope functions to that datablock and knowing that they will only be executed for an AI player and not a human-controlled player.Are you sure the script containing the definition for PlayerBody is being exec'd before the script containing the DemoPlayer definition?
#4
I've actually got a satisfactory workaround at the moment, but I still just don't like not understanding these things. I suppose the next step would be to run TGEA in debug. Too bad I can never get the sucker to build in debug!
11/06/2007 (2:02 pm)
Well, I thought you were on to something there, but yes, it is. I've actually got a satisfactory workaround at the moment, but I still just don't like not understanding these things. I suppose the next step would be to run TGEA in debug. Too bad I can never get the sucker to build in debug!
#5
Debug needs the Debug DLLs from DX which are not installed by default
11/07/2007 (1:45 am)
DX SDK is installed and paths set correctly in your visual studio options?Debug needs the Debug DLLs from DX which are not installed by default
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft