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Objects in editor deleted from level by worldlimits

by Spider · in Torque Game Builder · 10/21/2007 (5:58 pm) · 1 replies

1) set an object to worldlimit mode KILL
2) set the object outside its world limits
3) save and reload level.
the object is gone.

Looking in the engine code, it seems like there is an attempt to avoid this kind of thing happening, but there is an instant when the level is loaded that the world limits are in fact checked.

#1
10/22/2007 (10:00 am)
I've talked this issue over internally and while we agree this is unfortunate, we are not going to fix this bug. The problem is handling the perception of what happens in the editor versus what happens in a game. And while it may be possible to fix this bug for the editor, what is expected of this object in-game?

In other words, what is the point of fixing this bug if its going to happen in the game as well, since running in a game this would be correct behavior.

If the point of placing this object outside the world limit is to clone it then don't set the world limit mode to KILL. If you want the cloned objects to die when reaching the world limit, then set the cloned objects world limit mode to KILL individual for each clone.

This is definitely one of those things that will be considered for in future versions of the editor. Perhaps something like an 'isTemplate' flag for objects that need to exist in the editor but not necessary in a real game.