Game Development Community

Create SimGroup in Script or Editor?

by Drethon · in Torque Game Builder · 04/24/2009 (7:45 pm) · 6 replies

Is it best to create the SimGroup via a script and in turn probably populate the entire level via a script or can this be done through the editor?

#1
04/24/2009 (10:40 pm)
You can group objects in the editor by selecting the objects and using Edit --> Group Objects. A t2dSceneObjectGroup will be created. t2dSceneObjectGroup is derived from t2dSceneObjectSet (which itself is derived from SimSet). The only docs about it seem to be in the offline help in TGB.
#2
04/25/2009 (4:14 pm)
Looks useful but I'm having a hard time seeing how I can reference this t2dSceneObjectGroup again since its not assigned to any object (probably would know this if I was more familiar with Torque scripting...)
#3
04/25/2009 (11:12 pm)
Here's how you can assign the group a name:

- switch to the project tab in the editor
- select the group
- switch to the edit tab in the editor
- enter a name under the Scripting rollout

You can then use that name to work with the group.
#4
04/26/2009 (7:46 am)
I got it, probably should have figured out that one myself...

Object names look very useful as they can be used where you don't know the object name. Are there any drawbacks to identifying objects this way?
#5
04/26/2009 (7:52 am)
Quote:Are there any drawbacks to identifying objects this way?
Not if you use unique names.
#6
04/26/2009 (10:01 am)
Cool, thanks for the help