Save removes mount in TGB 1.1.2
by Tim Tillotson · in Torque Game Builder · 10/24/2006 (9:05 pm) · 3 replies
TBG 1.1.2.
Here's the steps to recreate it.
New Project. Move the Ship into the design area. Move the Jet particle effect there too. Mount the jet to the Ship. Move the ship & the jet moves too.
Choose File->Save. Move the ship, now the jet doesn't move. Now the particle is no longer mounted to the jet.
How do I mount the particle to the jet and save it?
Here's the steps to recreate it.
New Project. Move the Ship into the design area. Move the Jet particle effect there too. Mount the jet to the Ship. Move the ship & the jet moves too.
Choose File->Save. Move the ship, now the jet doesn't move. Now the particle is no longer mounted to the jet.
How do I mount the particle to the jet and save it?
#2
After I play around with it, save it, modify scripts, etc. then at some point after I've played it, it stops working...
10/25/2006 (4:22 am)
Weird. I created a new level and the first time it works fine there. After I play around with it, save it, modify scripts, etc. then at some point after I've played it, it stops working...
#3
10/25/2006 (8:20 am)
You can lose this binding if you turn off "canSaveDynamicFields" which is what allows the mounting info to be saved in the level file. If you open the level file while it is working you should see each object in the level file has a mountId and the mounted obejcts in the level file have an isMountedTo or something similar. The isMountedTo points at the mountId. If you move an object out of the level file into script then of course the binding is also broken and you must reestablish it manually in script.
Associate Tom Eastman (Eastbeast314)
Hope that fixes it!