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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!

#1
02/12/2007 (6:44 am)
All you need to do is remove the objects you create from the missionGroup. Add them to the rootGroup, or a custom group of your liking.

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.
#2
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
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..