TGEA 1.07 annoyance
by Erik Madison · in Torque Game Engine Advanced · 03/24/2008 (2:26 pm) · 3 replies
Not really a bug, but close...
Groundcover MUST be listed after the terrain in your mission file. I'm not really sure how code/script could easily test for this, but perhaps just a messagebox warning would suffice.
Took me a few hours to figure out why my grass suddenly quite working, and I've found no proper place in the .cpp to attempt a re-initializing of the server side terrain.
Groundcover MUST be listed after the terrain in your mission file. I'm not really sure how code/script could easily test for this, but perhaps just a messagebox warning would suffice.
Took me a few hours to figure out why my grass suddenly quite working, and I've found no proper place in the .cpp to attempt a re-initializing of the server side terrain.
About the author
#2
bool GroundCover::onAdd()
to a separate function, and call that once the mission has been loaded?
As done in the replicators?
03/25/2008 (10:07 am)
Couldnt you just move the code in:bool GroundCover::onAdd()
to a separate function, and call that once the mission has been loaded?
As done in the replicators?
#3
TriggerMissionLoadClientSignal();
... function which notifies any client side objects that have registered for that event. A similar signal could be added for sever side objects.
The reason i prefer not to shove another script function into clientCmdMissionStartPhase3() is because it makes shipping code updates harder. Its easier to merge code if the code you add opts into a signal like this rather than give people instructions on what files to patch by hand.
03/25/2008 (10:13 am)
Thats one fix... the replicators do have a StartFoliageReplication() called from clientCmdMissionStartPhase3(). Ignoring that it only works on the client side it could be replaced with a single...TriggerMissionLoadClientSignal();
... function which notifies any client side objects that have registered for that event. A similar signal could be added for sever side objects.
The reason i prefer not to shove another script function into clientCmdMissionStartPhase3() is because it makes shipping code updates harder. Its easier to merge code if the code you add opts into a signal like this rather than give people instructions on what files to patch by hand.
Associate Tom Spilman
Sickhead Games
My vote is for a post-mission load and a pre-client start signal to be fired which anyone who is interested can hook into. This way GroundCover can wait till the mission is fully loaded before looking for things like terrain.