Weird SimSet problem...
by bentgarney · in Torque Game Builder · 03/06/2005 (10:51 am) · 15 replies
#2
- Melv.
03/06/2005 (11:33 am)
Yes, there's also a special "switch$" statement for strings as well if you use those.- Melv.
#3
If you remove index#0, then what would have been index#1 moves to index#0.
- Melv.
03/06/2005 (12:15 pm)
Iterate the set backwards and don't use "getCount()" in-place. Get a count before you start the loop.If you remove index#0, then what would have been index#1 moves to index#0.
- Melv.
#4
I could not find it in the documentation preview and as mentioned before I dont have TGE's documentation..
Same goes for commands like schedule, saw it in the tutorial and liked it.. just wondering what the second parameter is :)
Help,
-Sam
04/12/2005 (3:20 pm)
Sorry guys, but where did you find any documentation on SimSet ?I could not find it in the documentation preview and as mentioned before I dont have TGE's documentation..
Same goes for commands like schedule, saw it in the tutorial and liked it.. just wondering what the second parameter is :)
Help,
-Sam
#5
schedule(1000,0,"function");
The first paramater is Time in Miliseconds, the second is an objectID to tie the schedule to so if the object is deleted before the scedule fires... the schedule is deleted also. The third is the function... any paramaters after the function are arguements to the function.
04/12/2005 (3:40 pm)
If you're talking about schedule in the format of:schedule(1000,0,"function");
The first paramater is Time in Miliseconds, the second is an objectID to tie the schedule to so if the object is deleted before the scedule fires... the schedule is deleted also. The third is the function... any paramaters after the function are arguements to the function.
#6
04/12/2005 (3:50 pm)
Thanks Harold, the first and last was clear to me (already used it). Didnt know about the second one.
#7
04/14/2005 (2:01 pm)
Guess there is no documentation to SimSet !!
#8
Torque (and Torque 2D!) has lots of source code documentation... it never hurts to look at the source for the piece of the engine you're interested in learning about!
04/14/2005 (11:54 pm)
Samuel, if you are a TGE SDK owner, you can look at the official SimSet documentation for Torque. If you don't own Torque, you can look at the exact same text as is displayed on the preceeding page by looking at the comments in the SimSet C++ code in Torque 2D.Torque (and Torque 2D!) has lots of source code documentation... it never hurts to look at the source for the piece of the engine you're interested in learning about!
#9
04/14/2005 (11:58 pm)
Josh's suggestion is what I often do... find the corresponding source code file... open the .cc and especially the .h file and check if there are any comments... even the inherited Torque code often has description and if not that then pretty descriptive comments :)
#10
A good portion of the documentation that people refer to from the TGE section that some cannot see (don't own TGE) is actually generated by "doxygen", which is a text re-formatter that simply takes source code comments and makes them into html.
Even without access to the doxygen created documentation here on the site (which is being worked on!), you still have access to the original source files from which the documentation was generated. The vast majority of it resides in the .h files in your /engine directory of your project.
Yes, it takes time to get to know your way around it, and it's not as easy to navigate, but the information is there, and is useable while Josh and Melv are able to get things in a more presentable format.
04/15/2005 (4:25 am)
Now that I think about it, I don't think this has ever been brought up:A good portion of the documentation that people refer to from the TGE section that some cannot see (don't own TGE) is actually generated by "doxygen", which is a text re-formatter that simply takes source code comments and makes them into html.
Even without access to the doxygen created documentation here on the site (which is being worked on!), you still have access to the original source files from which the documentation was generated. The vast majority of it resides in the .h files in your /engine directory of your project.
Yes, it takes time to get to know your way around it, and it's not as easy to navigate, but the information is there, and is useable while Josh and Melv are able to get things in a more presentable format.
#11
And, if you want to pick up Doxygen (it's free), you can even use it generate a nicely formatted version of all the source code comments on your machine yourself.
And yeah, as things move along, we'll look at pre-packaging all this stuff up nicely for everyone.
04/15/2005 (10:34 am)
Yes, all the private C++ Torque docs do on the website is put a nice format on the source-code comments that come with Torque. So, it's not as pretty, and it's not as easy to move around in when you're going through the source, but all T2D owners have access to the exact same content.And, if you want to pick up Doxygen (it's free), you can even use it generate a nicely formatted version of all the source code comments on your machine yourself.
And yeah, as things move along, we'll look at pre-packaging all this stuff up nicely for everyone.
#12
- Melv.
04/16/2005 (6:31 am)
... and eventually, I'll find some time to convert the T2D comments into a more Doxygen-friendly format. Something I probably should have done in the first place. ;)- Melv.
#13
What can I say, thanks a lot ;) Since I dont have access to the TGE documentation I know what I will be doing this evening (looking at source and check out doxygen). To be honest, it never hit me that I should check the source code (and that after been a game developer for 17 years.. bad boy me). Just wondering what other nice features I don't know about.. well, I will find out. This shall be the quest of the day (break from World of Warcraft then...).
Melv, looking forward to the next release with the links working in the PDF.
Thanks,
Sam
04/19/2005 (12:44 am)
Sorry guys for the late response from me..What can I say, thanks a lot ;) Since I dont have access to the TGE documentation I know what I will be doing this evening (looking at source and check out doxygen). To be honest, it never hit me that I should check the source code (and that after been a game developer for 17 years.. bad boy me). Just wondering what other nice features I don't know about.. well, I will find out. This shall be the quest of the day (break from World of Warcraft then...).
Melv, looking forward to the next release with the links working in the PDF.
Thanks,
Sam
#14
- Melv.
04/19/2005 (1:13 am)
@Samuel: It's always handy to search for the "ConsoleFunction" (global function) and "ConsoleMethod" (class method) as these are the interface between the scripts and the relevant C++ object.- Melv.
#15
04/19/2005 (1:23 am)
@Melv: Thanks. Actually, I was wondering what Console functions where about ;)
Torque Owner Corey Martin