Game Development Community

Using the clone method of the t2dSceneObject

by Dennis Harrington · in Torque Game Builder · 06/04/2006 (1:41 pm) · 4 replies

I've been using the clone method for dynamically creating a ball that gets constantly deleted and respawned. It works great most of the time but occasionally I'll get the following error:

t2dSceneObject::loadStream() - Invalid Stream Header ID!
t2dSceneObject::clone() - Error loading Clone-stream!
Con::execute - 0 has no namespace: onRemove

This usually happens after 15-30 clone actions have occured, but sometimes I can clone well over 100 times or more without any problem.

Obviously, I need this to be consistent and predictable so I'm wondering if there's another method I should be using. I noticed that in some of the tutorials the process used to duplicate a sprite involves manually copying each and every property to a new sprite object. Is that the preferred method due to some issues with how clone works?

Any help or feedback would be greatly appreciated! :)

#1
06/05/2006 (2:04 am)
You might want to dump out the object type that you're cloning because it seems that the object being cloned isn't the same type.

Try dumping the classname to the console for both objects before you do the clone using the "%obj.getclassname()" call.

- Melv.
#2
06/07/2006 (6:35 pm)
Thanks for the response, Melv.

I'll try this tonight. The only thing I find odd is that it should always be the same class as I'm using one object as a template for every clone action. I'll check it out and post more if it doesn't solve it.
#3
06/10/2006 (12:45 pm)
I was able to confirm that both objects were the same type. It appears that clone was just randomly breaking for some reason. I noticed there was a note that something in the clone function was tweaked with RC2 but I haven't used it yet since I'm pretty deep at the moment and don't want to port my game over to it from RC1.

At any rate, I've decided to just use a function that will create a new sprite on demand with all the properties I need. It seems to be 100 percent reliable and that's probably more important.
#4
01/14/2010 (5:50 am)
we are having this problem too. did anyone find a fix for this randomly occuring bug?

greets