How do I pause the game without stopping scheduled events?
by Jereis Zaatri · in Torque Game Engine · 07/26/2010 (5:36 pm) · 5 replies
Hello,
Does anyone know how to stop things like the physics,speed,velocity and other events in the scene without stopping the animations created on the GUI level?
Does anyone know how to stop things like the physics,speed,velocity and other events in the scene without stopping the animations created on the GUI level?
#2
08/01/2010 (10:51 am)
Nope, I use "schedule" for my GUI animations, and timescale effects that call.
#3
Only thing I can imagine is to pause the '3d simulation' separate from the rest of the timing system. There are a couple ways of doing it, you might make a specific change to ShapeBase to stop processing once a boolean value has changed or force call objects velocity to 0 - both are quite hacky but should work.
08/06/2010 (2:09 am)
Yes, $timescale=0 effects schedules and also seems to effect serverCmdsOnly thing I can imagine is to pause the '3d simulation' separate from the rest of the timing system. There are a couple ways of doing it, you might make a specific change to ShapeBase to stop processing once a boolean value has changed or force call objects velocity to 0 - both are quite hacky but should work.
#4
Add a static bool to a class, place the bool in processTick, interpolateTick, packUpdate and unpackUpdate
08/06/2010 (4:24 pm)
Little more information.Add a static bool to a class, place the bool in processTick, interpolateTick, packUpdate and unpackUpdate
#5
09/09/2010 (2:02 pm)
Hmm kinda interesting did not actually know there was a global like $timescale What other useful globals are there? I have a couple books on the engine but none of them list anything about script globals much less c++ side ones. Is there a documented list of them somewhere?
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