Game Development Community

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.

#1
12/30/2004 (8:38 am)
They're basically just a convenient way of identifying various object types. There's not really a firm standard they adhere to. That'll be another thing that ought to get consisticized, I think. :)