SceneContainer::getBinRange() - Bad Range
by JohnT · in Torque X 2D · 06/17/2008 (10:43 am) · 2 replies
Anybody know what this is about?
I created a group of enemies and added a component that I created based upon the Turret in the FPS example and every time I shoot one of the enemies with the DeathBall I get an Assert (gun is ok). I found if I rem out the following code that the problem goes away but unfortunately I need it to be able to rotate my enemies.
SceneGroup.Transform = MatrixUtil.CreateAimedTransform(myPos, myPos + currentAimVector + new Vector3(0, 0, 0.25f));
Any ideas?
I created a group of enemies and added a component that I created based upon the Turret in the FPS example and every time I shoot one of the enemies with the DeathBall I get an Assert (gun is ok). I found if I rem out the following code that the problem goes away but unfortunately I need it to be able to rotate my enemies.
SceneGroup.Transform = MatrixUtil.CreateAimedTransform(myPos, myPos + currentAimVector + new Vector3(0, 0, 0.25f));
Any ideas?
About the author
#2
06/22/2008 (3:41 pm)
Looks like this may be a bug and since I need to document source code to the engine I will be moving this to the pro forums.
Torque 3D Owner JohnT
From what I can tell it looks like my moving the enemies in game while the physics component is also applying motion may be the problem and they are conflicting with each other.
Has anyone else got enemies running around and seen this problem?