Typemasks seem wacky?
by Clint S. Brewer · in Torque Game Engine · 12/29/2004 (10:57 pm) · 1 replies
Looking through the code to decide what exactly I should be checking for some attack script, I can't quite figure out the typemasks.
I see that the player collides with 'StaticTSObjectType'
which makes sense, If I understand it right these are the static meshes you create in the world.
but then I see that fxLight, fxSunlight, fxFoliageReplicator, and fxShapeReplicator specify this mask..
ok fxShapeReplicator and fxFoliageReplicator I can see colliding with them, but fxSunlight and fxLight don't make sense.
I'm guessing fxSunlight and fxLight should just be EnvironmentObjectType and not the other types they specify.
I also noticed that Precipitation says it's a projectile which could get confusing in scripting during a rainy day.
I think it would be helpful if objectTypes.h had a bit of text next to each mask type describing its intended purpose.
I see that the player collides with 'StaticTSObjectType'
which makes sense, If I understand it right these are the static meshes you create in the world.
but then I see that fxLight, fxSunlight, fxFoliageReplicator, and fxShapeReplicator specify this mask..
ok fxShapeReplicator and fxFoliageReplicator I can see colliding with them, but fxSunlight and fxLight don't make sense.
I'm guessing fxSunlight and fxLight should just be EnvironmentObjectType and not the other types they specify.
I also noticed that Precipitation says it's a projectile which could get confusing in scripting during a rainy day.
I think it would be helpful if objectTypes.h had a bit of text next to each mask type describing its intended purpose.
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