Game Development Community

Passing info through map2dif

by Erik Madison · in Torque Game Engine · 12/25/2002 (6:41 am) · 5 replies

This is something of a 'can you write this for me?'. I don't like asking those, but this one is beyond me, and it never hurts to ask :)
Many of the entities I need are nothing more than flags/variables/paths, written in the map file, accessed through the scripts.
What I need to do, is create the entities and have map2dif simply pass whatever flags it contains on through into the diff. The engine would expose these to the scripts.
2 resources I've found do similar (doors, transparency) but the parts that would be pertinent to me, were not commented enough to be useful.
An example would be the loading of models in the map. Model entitie contains just one variable, filename. In the script, after the dif has loaded, I would check value[0], and if it existed, load that model...
I would really appreciate any help/insight on this one, even pseudo code may be enough to get me going :)

#1
12/25/2002 (6:51 am)
To the Marble Blast version of map2dif I added support for passing entity dictionaries through to the game. I'll be merging these changes into the head version soon... (after the Mac port, basically)
#2
05/08/2003 (1:21 pm)
hmmmmmmm. has this been done yet?
#3
05/08/2003 (3:12 pm)
That would be nice, beings Marble Blast was released on Mac back in Jan 16, 2003 :o
#4
05/08/2003 (3:46 pm)
Hehe, /ME still waits for the moving interior code to be merged into Torque... :P And the OpenAL fixes... and... well, all the other stuff ;)
#5
05/08/2003 (7:42 pm)
I still see it listed in Tim's things to do, but it's a bit down from the top. I'm guessing 2 more months.