No MissionArea then crash when hitting F11 while in mission
by Demolishun · in Torque Game Engine · 12/24/2007 (10:05 pm) · 2 replies
This is mind boggling to me. If I create a mission without a MissionArea object and I try and start the editor by pressing F11 then the engine crashes. The mission itself runs fine. It gives me this message:
I cannot understand why this would be the case. I searched for everywhere MissionArea is referenced and cannot find a solid connection between the script object MissionArea and the editor in script or C++. This seems very unhealthy for this to be linked like this. As far as I knew the MissionArea object was not required, but because of some connection it is mandatory.
Can anyone shed some light on this?
"GuiControl::awaken: failed onWake"
I cannot understand why this would be the case. I searched for everywhere MissionArea is referenced and cannot find a solid connection between the script object MissionArea and the editor in script or C++. This seems very unhealthy for this to be linked like this. As far as I knew the MissionArea object was not required, but because of some connection it is mandatory.
Can anyone shed some light on this?
About the author
I love programming, I love programming things that go click, whirr, boom. For organized T3D Links visit: http://demolishun.com/?page_id=67
#2
12/24/2007 (10:53 pm)
Well, I was running the editor and there is a function called Mission Area Editor. It seems the mission area is very much hooked into the editor. I could spend a lot of time figuring out how to remove it, or I could get some work done. There is a lot of stuff in the engine that just does not make sense to me, but trying to get rid of it or understand it is too time consuming. Little things like this just go against my sense of order and drive me nuts. I may find a use for this object sooner or later. Just move on I guess.
Torque Owner Demolishun
DemolishunConsulting Rocks!
const RectI & MissionAreaEditor::getArea() { AssertFatal(mMissionArea, "MissionAreaEditor::getArea: no MissionArea obj!"); if(!bool(mMissionArea)) return(MissionArea::smMissionArea); return(mMissionArea->getArea()); }Well if it is NOT important why is there code that Asserting against it? Is it important or not?