Game Development Community

How can I put a custom object into the scene 'by default'?

by So Yamaoka · in Torque Game Engine · 08/03/2005 (5:27 pm) · 3 replies

Hi all,

First off, if similar questions have been asked, my apologies. and could you give me a pointer to the article(s) in that case. I have searched the community but no luck.

I'd like to to add a custom C++ object, which is fxRenderObject by Melv May, into the scene when the mission is launched. In other words, the custom object should be in the scene, like a terrain, before the player spawns.

According to the Torque Scripting tutorial (http://www.garagegames.com/docs/tge/general/ch05s02.php,) it seems like I can add the object by writin a script (let's say blah.cs):

new fxRenderObject()
{
    position = "23.0, -410.0, 200.0";
};
echo("fxRenderObject is called."); // just for debugging

And I made TGE call this blah.cs from game.cs:

function onServerCreated() // or function onMissionLoaded()
{
    // snip...
    exec("./blah.cs");
}

However, nothing appears in the scene. nor in the world editor inspector. I got a debugging message in the console though. Am I doing something completely stupid here or missing something important?
any suggestions are appreciated.

thanks,
So

#1
08/03/2005 (8:44 pm)
Can you share the text of the debugging message? :) There might be some trivial error that's keeping things from working.
#2
08/03/2005 (9:17 pm)
Sorry, that was confusing. What I meant by 'debugging message' was 'my debugging message' which is
echo("fxRenderObject is called."); // just for debugging
there is no error message in the console window. I just wanted to say that the script seemed to be compiled correctly and ran.

thanks for your reply anyways. So, what I am doing here is not terribly insane?
#3
08/04/2005 (10:46 am)
Ok, the problem is solved but I don't know exactly why. I just make a log what I've tried.

I have:
1. used starter.fps instead of tutorial.base (i was using tutorial.base downloaded from code sampler.)
2. added a custom object using an in-game editor.
3. saved the mission and quit.
4. opened the saved mission file with a text editor.
5. cut and pasted a computer-generated script in the mission file to onMissionLoaded() method in game.cs

One problem is that I can't find the object in the world editor inspector.

..but here's my stupidity. I realized that there's no problem to use the saved mission file. I can clearly see the object in the world editor inspector.

thanks,
So