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Beta 2 Level editor: mounted objects not retaining rotation

by Don Hogan · in Torque Game Builder · 03/31/2006 (7:19 am) · 3 replies

I have an object that from a top down view is basically a carousel.

4 sprite objects are mounted to a base disk, all are wedge shaped like slices of pie; so, each is rotated to align properly around the base disk.

After rotating them, I mount them to the base disk and I give the disk an autorotate value. Everything turns, stays aligned, and I'm happy because it was really fast. (The little pop-up menu bar on selected objects is a super addition - thanks!)

I save the file, exit T2d to go to jEdit and work on other scripts, then re-launch and re-open the level I just made.

The wedges are no longer properly rotated to align, but they are still mounted to the base disk and following the mount's auto rotation.

If I select a wedge and change the object roation, nothing happens. If I edit the .t2d file for the level, it goes back to the improper values.

Am I missing a setting in the tool, or is this a bug?

Thanks,
Don

#1
03/31/2006 (8:52 am)
Would assume that it is a bug, the same happens for effect emitters. Resetting their rotation when they are mounted (happened in my case on mounting to path). This does not even need to save and reload. On paths they are reset the moment you mount them.

But things like that are good to be spoted in beta builds, aren't they :-) 1 problem off after beta.
#2
04/02/2006 (11:43 am)
After working with this some more last night, I thikn I have a little more specific direction for finding this problem. Everything I've mentioned seems to be true only for opening a file after you've saved it - I rebuilt this object several times and that is the common process. What's more, what really seems to be going on is that the value for the mount rotation of the individual objects are being corrupted at save time. After I rebuilt the object the last time, I went ahead and took the results of the script and put them into my project. When I ran the project, everything was behaving properly, it just had the wrong rotational values.

Hope that helps,
Don
#3
04/02/2006 (6:41 pm)
Don,

This bug has been logged (1439), thanks for catching it!

Cheers,

-Justin