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FxActiveTile2D doesnt inherit from SimObject

by Jason Swearingen · in Torque Game Builder · 08/27/2005 (5:22 pm) · 4 replies

I'm not really sure if this is a "bug", but FxActiveTile2D inherits directly from ConsoleObject, not SimObject.

Is this on purpose?

Obviously I (with my torque wrapper project) prefer everything to channel though SimObject.

Though if there is a good reason for FxActiveTile2D going to ConsoleObject directly, then I will change my wrapper to have ConsoleObject as the 'base' class instead of SimObject.

Anyway, i'll await Melv's reply before i worry about this much more :)

-Jason

#1
08/27/2005 (5:25 pm)
That does sound unusual, but there may have been a reason for it, so don't go on my opinion!
#2
08/28/2005 (2:43 am)
There's a need to keep activeTiles as lightweight as possible and although there hasn't yet been any major work that's used them yet, it seemed prudent to link to ConsoleObject rather than SimObject as its services didn't seem essential. It's obviously a trivial change if you wanted to bump it up the hierarchy for some reason though.

- Melv.
#3
08/29/2005 (12:19 am)
The big thing that threw me was losing the smart referencing and ability to use SimSets and such without having that functionality from SimObject. I can see people thinking they could automatically use them like any other object in T2D, and without inheriting SimObject, that functionality is missing.
#4
10/30/2005 (11:58 pm)
Coming back late in the day to this bug; I'll bump this up the hierarchy for now.

- Melv.