Image Skin/stateAllowImageChange conflict
by Eric Hartman · in Torque Game Engine · 02/23/2005 (1:47 pm) · 2 replies
In a case where an image mount is delayed because the current image's state has stateAllowImageChange set to false, the skin is not set when the new image is finally mounted.
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In this case, the hammer has stateAllowImageChange set to false during it's fire state. So if i try to switch to the skinned spray can during the fire state, the skin is not applied.
VIDEO (876kb DivX)
In this case, the hammer has stateAllowImageChange set to false during it's fire state. So if i try to switch to the skinned spray can during the fire state, the skin is not applied.
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#2
If your current image's state has stateAllowImageChange set to false and you try to mount another image in it's place, the new image wont be mounted until the current image enters a state where stateAllowImageChange = true. That part works too.
But, in a situation like that where mounting an image is delayed, the skin tag setting will not come through. Setting the skin tag on an image works fine except when the mounting is delayed. That is where the problem is.
Am I making this clear? It's a bit difficult to explain. It doesnt really affect me since none of my weapons need stateAllowImageChange set to false.
02/24/2005 (11:27 am)
One of the fields for shapeBaseImageData is stateAllowImageChange[]. Setting it to false means that while the image is in that state, you can't unmount the image or mount another image in it's place. That part works fine.If your current image's state has stateAllowImageChange set to false and you try to mount another image in it's place, the new image wont be mounted until the current image enters a state where stateAllowImageChange = true. That part works too.
But, in a situation like that where mounting an image is delayed, the skin tag setting will not come through. Setting the skin tag on an image works fine except when the mounting is delayed. That is where the problem is.
Am I making this clear? It's a bit difficult to explain. It doesnt really affect me since none of my weapons need stateAllowImageChange set to false.
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