TIP: Adding objects to SimGroups in Torque Editor
by Ken Finney · 04/10/2002 (12:16 pm) · 5 comments
Up until the GDC in San Jose, when I wanted to add objects to a SimGroup I would run our Torque-based game, add the objects to the world using the World Creator Editor, then save the mission. I would then edit the mission with a text editor and create a SimGroup, then copy and paste the newly added items into the SimGroup.
However, Mark Frohnmayer enlightened me with an undocumented method of doing this in the World Editor that makes the whole process quite painless. I'm sure it will be added to the GUI Editor documentation Real Soon Now.
Create a SimGroup
1. Launch your game, and open the Editor in World Creator mode (F11 followed by F4).
2. Create a new SimGroup by clicking on the 'Mission Objects->System->SimGroup' entry in the lower right hand panel.
3. Type in a name for your new SimGroup. You will now see it in the list at upper right.
Create a new instance of an object in the new SimGroup
1. ALT- on your new SimGroup (This is the undocumented key control Mark taught me). You will see it highlighted in grey.
2. Add your new object to the world by selcting it from the panel at lower right - pick whatever you want.
The new instance of the object you selected will be created in the SimGroup highlighted in grey.
Transfer Items between SimGroups
(This tip is my own, there may be a better way that I don't know, but this works)
1. Enter Editor in World Inspector mode (F11 followed by F3).
2. Select the menu item 'World->Drop at Centroid'
3. Select the destination SimGroup by using ALT- on it. It should be highlighted in grey.
4. Select the item you want to transfer by clicking on it (or selecting it from the list at upper right).
5. Cut the item from the scene then paste it again . The item will be pasted precisely back
to where it was when you cut it, and will now belong to the SimGroup you selected in step 3 above.
--- OR ----
(added in the April 12 CVS HEAD by Mark F.:
"Objects can now be moved between groups in the mission without cut/paste. Select the add group with Alt-click, and then choose "Add Selection to Instant Group" from the World menu. Also updated the docs to reflect this. "
However, Mark Frohnmayer enlightened me with an undocumented method of doing this in the World Editor that makes the whole process quite painless. I'm sure it will be added to the GUI Editor documentation Real Soon Now.
Create a SimGroup
1. Launch your game, and open the Editor in World Creator mode (F11 followed by F4).
2. Create a new SimGroup by clicking on the 'Mission Objects->System->SimGroup' entry in the lower right hand panel.
3. Type in a name for your new SimGroup. You will now see it in the list at upper right.
Create a new instance of an object in the new SimGroup
1. ALT-
2. Add your new object to the world by selcting it from the panel at lower right - pick whatever you want.
The new instance of the object you selected will be created in the SimGroup highlighted in grey.
Transfer Items between SimGroups
(This tip is my own, there may be a better way that I don't know, but this works)
1. Enter Editor in World Inspector mode (F11 followed by F3).
2. Select the menu item 'World->Drop at Centroid'
3. Select the destination SimGroup by using ALT-
4. Select the item you want to transfer by clicking on it (or selecting it from the list at upper right).
5. Cut the item from the scene
to where it was when you cut it, and will now belong to the SimGroup you selected in step 3 above.
--- OR ----
(added in the April 12 CVS HEAD by Mark F.:
"Objects can now be moved between groups in the mission without cut/paste. Select the add group with Alt-click, and then choose "Add Selection to Instant Group" from the World menu. Also updated the docs to reflect this. "
About the author
#2
I did not know how to do it..
:)
was rather frustrating thinking there
Had to be a way
04/13/2002 (7:10 am)
this is really cool ..I did not know how to do it..
:)
was rather frustrating thinking there
Had to be a way
#3
(left click). Versions older than this will still use . The tip has been changed to reflect te new way.
04/13/2002 (9:01 am)
New update. The new head as of 12-April uses
#4
04/23/2004 (8:13 pm)
Phenominal. I'm extremely new here, so I know nothing. I can't even call myself a N00B yet. This helped alot.
#5
Though the guide was a little confusing - I didn't realise 'ALT-' meant 'hold ALT and click on it in the inspector tree' ;).
It also works for Paths, too, which is awesome.
01/19/2010 (8:44 pm)
Awesome! I went ahead and implemented this myself before finding this guide :P. The default way is much nicer ;).Though the guide was a little confusing - I didn't realise 'ALT-' meant 'hold ALT and click on it in the inspector tree' ;).
It also works for Paths, too, which is awesome.
Torque Owner Ken Finney
Tubetti World