Adv chapter 3
by gillian anderson · in Torque Game Engine · 06/08/2006 (3:03 am) · 8 replies
I can't run the examples in chap3. i get an error message saying can't find object ' '
#2
similar problem. i have copied the code from CD into Torque demo.
is there a complete running example for the whole book, not just the chapter resources?
06/09/2006 (2:33 am)
In fact none of the code for chapter 4 of the adv book works (door swinging)similar problem. i have copied the code from CD into Torque demo.
is there a complete running example for the whole book, not just the chapter resources?
#3
What I did was to compare the code. That helped me learn a lot about torque.
Also, your error about "not finding object", make sure it exists and that the code is looking in the right place for it.
06/11/2006 (7:44 am)
The code on the cd works. Even the swinging door code. :)What I did was to compare the code. That helped me learn a lot about torque.
Also, your error about "not finding object", make sure it exists and that the code is looking in the right place for it.
#4
Going off topic here, but In my opinion, I think TorqueScript would be better if it DID require variable declaration as it would minimise problems that occur due to mistyping. Is there a technical reason why Torque doesn't require this?
--Amr
06/11/2006 (9:05 am)
I recently went through chapter 3 and typed all the programs out and don't recall any major problems. What I would recommend is that you check very carefully that the code you typed is exactly the same as that in the book. Watch out for variables/function names that are misspelled. I had a similar problem with chapter 4 and the solution was that I had mistyped a datablock name.Going off topic here, but In my opinion, I think TorqueScript would be better if it DID require variable declaration as it would minimise problems that occur due to mistyping. Is there a technical reason why Torque doesn't require this?
--Amr
#5
this is the problem.
i copied the chap 3 files from resources into the demo and followed the 3 steps on page 90 adv book.
i get:
...
loading compiled scripts demo/server/scripts/myServerScripts.cs
...
then when i run the demo and press j, i get:
*********we be warping!*********
demo/server/scripts/myServerScripts.cs (12). unable to find object' ' attempting to call function ''getEyeVector'.
it can't seem to recognise %client
06/13/2006 (3:06 am)
Thanks for your help.this is the problem.
i copied the chap 3 files from resources into the demo and followed the 3 steps on page 90 adv book.
i get:
...
loading compiled scripts demo/server/scripts/myServerScripts.cs
...
then when i run the demo and press j, i get:
*********we be warping!*********
demo/server/scripts/myServerScripts.cs (12). unable to find object' ' attempting to call function ''getEyeVector'.
it can't seem to recognise %client
#6
%found = ContainerRayCast(%start, %end, $TypeMasks::StaticShapeObjectType, %player);
I just simply adde the following code line
%found = getword(%found, 0);
that cleared the problem right up. It was the first time I used echo to solve an issue and will be using it more ofter to help zero in on my problems
06/14/2006 (12:21 am)
When i was doing this example In the book I had to break down the functions with echo and finally realized that found, was returning to much info for example I would get "3149 28 21 20" when I all I needed was the handle of the door object of 3149. I simply added a line of code after%found = ContainerRayCast(%start, %end, $TypeMasks::StaticShapeObjectType, %player);
I just simply adde the following code line
%found = getword(%found, 0);
that cleared the problem right up. It was the first time I used echo to solve an issue and will be using it more ofter to help zero in on my problems
#7
PlayerKeymap.Bind(keyboard,j,Warp1);
function Warp1(%val)
{
if (%val)
commandToServer('Warp1');
}
06/16/2006 (5:49 am)
Solution:PlayerKeymap.Bind(keyboard,j,Warp1);
function Warp1(%val)
{
if (%val)
commandToServer('Warp1');
}
#8
if ($Debug) Echo("We just did this...");
then when we are set to release instead of removing the 1000+ echo commands we just set debug = false and they dont execute, thats just me though
08/30/2006 (3:26 pm)
I found it usefull to decalre a $Debug variable in the root main.cs, then every major function call/ step in a function I putif ($Debug) Echo("We just did this...");
then when we are set to release instead of removing the 1000+ echo commands we just set debug = false and they dont execute, thats just me though
Torque Owner Mike Rowley
Mike Rowley