Engine Crash with diffrent models
by Wolfgang Kurz · in Torque Game Engine Advanced · 03/13/2007 (12:13 am) · 4 replies
Hi everyone,
I recently switched to TGEA and i thought it would be time to solve a problem i already had in TGE.
I am writing a little demo for an rpg with the advanced camera and a click to move setup.
For my tests i have been useing the Rifleman Model from the RTS Starterkit which works fine.
Now when i try to use Kork or Spacekork the engine crashes when the model enters the scene and falls to the ground. it stops right when the model hits the floor.
Now i was wondering if anyone had the same problem or if anyone can point me to some information on how to solve this.
Thx a lot in advance!
I recently switched to TGEA and i thought it would be time to solve a problem i already had in TGE.
I am writing a little demo for an rpg with the advanced camera and a click to move setup.
For my tests i have been useing the Rifleman Model from the RTS Starterkit which works fine.
Now when i try to use Kork or Spacekork the engine crashes when the model enters the scene and falls to the ground. it stops right when the model hits the floor.
Now i was wondering if anyone had the same problem or if anyone can point me to some information on how to solve this.
Thx a lot in advance!
#2
that was the problem:-)
but now i already have another problem:-)
when i moved the rifleman around it showed the walk animation
the spaceorc is just hovering to the next place without animation
how do i start the animation? and why isnt it working like it did with the rifleman?
03/15/2007 (2:13 am)
Cool thx a lot:-)that was the problem:-)
but now i already have another problem:-)
when i moved the rifleman around it showed the walk animation
the spaceorc is just hovering to the next place without animation
how do i start the animation? and why isnt it working like it did with the rifleman?
#3
and i use it like this:
03/15/2007 (2:56 am)
Well i found this in the engine:PlayerData::ActionAnimationDef PlayerData::ActionAnimationList[NumTableActionAnims] =
{
// *** WARNING ***
// This array is indexed useing the enum values defined in player.h
// Root is the default animation
{ "root" }, // RootAnim,
// These are selected in the move state based on velocity
{ "run", { 0,+1,0 } }, // RunForwardAnim,
{ "back", { 0,-1,0 } }, // BackBackwardAnim
{ "side", { -1,0,0 } }, // SideLeftAnim,
// These are set explicitly based on player actions
{ "fall" }, // FallAnim
{ "jump" }, // JumpAnim
{ "standjump" }, // StandJumpAnim
{ "land" }, // LandAnim
};i use this Shape constructor:datablock TSShapeConstructor(PlayerDts)
{
baseShape = "./player.dts";
sequence0 = "./player_root.dsq root";
sequence1 = "./player_forward.dsq run";
sequence2 = "./player_back.dsq back";
sequence3 = "./player_side.dsq side";
sequence4 = "./player_lookde.dsq look";
sequence5 = "./player_head.dsq head";
sequence6 = "./player_fall.dsq fall";
sequence7 = "./player_land.dsq land";
sequence8 = "./player_jump.dsq jump";
sequence9 = "./player_diehead.dsq death1";
sequence10 = "./player_diechest.dsq death2";
sequence11 = "./player_dieback.dsq death3";
sequence12 = "./player_diesidelf.dsq death4";
sequence13 = "./player_diesidert.dsq death5";
sequence14 = "./player_dieleglf.dsq death6";
sequence15 = "./player_dielegrt.dsq death7";
sequence16 = "./player_dieslump.dsq death8";
sequence17 = "./player_dieknees.dsq death9";
sequence18 = "./player_dieforward.dsq death10";
sequence19 = "./player_diespin.dsq death11";
sequence20 = "./player_looksn.dsq looksn";
sequence21 = "./player_lookms.dsq lookms";
sequence22 = "./player_scoutroot.dsq scoutroot";
sequence23 = "./player_headside.dsq headside";
sequence24 = "./player_recoilde.dsq light_recoil";
sequence25 = "./player_sitting.dsq sitting";
sequence26 = "./player_celsalute.dsq celsalute";
sequence27 = "./player_celwave.dsq celwave";
sequence28 = "./player_standjump.dsq standjump";
sequence29 = "./player_looknw.dsq looknw";
sequence30 = "./player_dance.dsq dance";
sequence31 = "./player_range.dsq range";
};and i use it like this:
...
Exec("./players/aiPlayer.cs"); // Load the player datablocks and methods
Exec("~/data/shapes/spaceOrc/player.cs");
...
%player = new AIPlayer() {
dataBlock = MaleAvatar;
client = %this;
};
...
%client.player.setMoveDestination($pos);
#4
just had to switch these lines around:
Exec("./players/aiPlayer.cs"); // Load the player datablocks and methods
Exec("~/data/shapes/spaceOrc/player.cs");
03/15/2007 (7:13 am)
Ok found the error myself:-)just had to switch these lines around:
Exec("./players/aiPlayer.cs"); // Load the player datablocks and methods
Exec("~/data/shapes/spaceOrc/player.cs");
Torque 3D Owner Mark Dynna