Not saving objects out...
by Jeremiah Fulbright · in Torque Game Engine Advanced · 02/11/2007 (5:35 pm) · 3 replies
I am creating some Objects via C++ (but via Con::evaluate), so theyre being created ingame like a normal object. I'd like to just move it all out to just being created in C++, without needing to create it via console function, but for right now this work..
The one issue I'd like to remove is keeping the objects I create dynamically from being saved when the Mission is saved in the Editor. I thought the mCanSaveFieldDictionary variable "might" be what is needed to be set, but it didn't seem to be the case.
Thanks!
The one issue I'd like to remove is keeping the objects I create dynamically from being saved when the Mission is saved in the Editor. I thought the mCanSaveFieldDictionary variable "might" be what is needed to be set, but it didn't seem to be the case.
Thanks!
#2
thanks alot!
02/12/2007 (8:29 am)
Hmmm.. Okay that makes alot of sense.. so when I create the object, I need to make sure to put it in another group. I should be able to do this via C++ very easily with some custom onAdd stuff.thanks alot!
#3
I basically change the $instantGroup variable to another group (MissionCleanup, in this case), call the evaluatef function for the script call, then switch the instantGroup back (but only if I'm in the Editor..
02/12/2007 (4:37 pm)
I figured it out and got what I needed working nicely.I basically change the $instantGroup variable to another group (MissionCleanup, in this case), call the evaluatef function for the script call, then switch the instantGroup back (but only if I'm in the Editor..
Associate Manoel Neto
Default Studio Name
When a mission is saved, it's actually the missionGroup which is saved to a file. Everything inside of it is saved as well. The mCanSaveFieldDictionary variable only prevents dynamic fields from being saved along the object.