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Oops, I broke triggers.

by J. Alan Atherton · in Torque Game Engine · 06/14/2003 (4:02 pm) · 4 replies

Somehow in my engine surgery I cut the wrong cable somewhere... but have no idea what it could have been. Triggers don't work whatsoever... I can place them in the mission editor, but the functions never get called. Another thing I just noticed is that items like the health kit and rifle don't work... their shapes don't appear in the mission editor, though their bound boxes do. Nothing happens when you run over them either.

Mostly I have dismantled the player->updateMove, and customized it to my needs. I have also modified the player camera transformations. I have added a few fields both to the player datablock as well as class member variables and functions. I added the same types of things to shapeBase. That really sums up everything I have done...

Have I touched anything that would cause these two problems? Failing that, can someone give me a hint on what function spawns objects in the mission editor (for debugging), and also where the trigger code is (other than trigger.cc)?

Many thanks...

#1
06/14/2003 (4:20 pm)
Well the player has findContact(..)
which is used to find a contact with these items as well as anything else.
so I would start there.
you should be able to catch the debugger at that point.

and somehow with your camera transform mod's I think you have
allowed the scene clipper to "clip" your objects even tho they are in your perspective.

I dont know about that tho im just guessing.
#2
06/14/2003 (4:22 pm)
Did you remove the call to findContact in updateMove? Or did you change findContact? Based on what you've described it sounds like that's the first place you should look.
#3
06/14/2003 (4:38 pm)
Ah ha! I'm _very_ glad someone knew that... been bugging me all day. Yes, I removed the findContact... when I get it back in I'll let you know that it did the trick. Thanks a bunch!
#4
06/15/2003 (10:14 pm)
Yep, that's it. Works like a charm. (How _does_ a charm work, anyway? :)