Game Development Community

Create trigger on the fly

by Michael S · in Torque Game Builder · 10/15/2006 (7:06 pm) · 7 replies

How to create trigger on the fly?
i've tried this but it's not work


function flower::onlevelloaded(%this)
{ $flower=%this;
%this.setusemouseevents(true);
%flowtrigger= new t2dtrigger()
{
sceneGraph = %this;
class = "flowertrigger";
layer = 0;
size = "32 32";
EnterCallback = "true";
StayCallback = "false";
LeaveCallback = "true";
};
%flowtrigger.setposition(%this.getposition());

}

function flowertrigger::onEnter(%this,%object)
{
if (object.class $="bee")
{error("xxxxx");}
}




it doesn't write xxxxx if mybee enter the trigger.

but if i create flowertrigger on the level builder it works


thanks

#1
10/15/2006 (10:14 pm)
Compare the code created by the level builder with the code you wrote. See any differences? That's where I would start ;)
#2
10/16/2006 (6:15 am)
How can i compare it?
how can i see the code generated by level builder?
#3
10/16/2006 (6:42 am)
Create a trigger in level builder and save the level. Exit TGB. Open the .t2d file in Torsion or whatever text editor you're using.
#4
10/18/2006 (6:57 am)
Wow thanks a lot thats work
#5
10/18/2006 (9:28 am)
Sweet, glad you got it working!
#6
10/20/2006 (11:29 am)
Just a quick note: make sure you remove mountID field from any 'new' blocks you copy from level files.
#7
04/27/2009 (10:33 am)
This is a fantastic tip!

(Check the levelName.t2d file, to see how the level editor creates items.)

Thank you!