TIP: Adding objects to SimGroups in Torque/RealmWars World Edito
by Ken Finney · in Torque Game Engine · 04/08/2002 (8:08 pm) · 6 replies
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 selecting 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.
(this has been also submitted as a 'how to' resource)
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 selecting 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.
(this has been also submitted as a 'how to' resource)
About the author
#2
04/08/2002 (9:01 pm)
Yes thank you, my associate and I were talking about this last night, and couldnt figure it out.
#4
web.lemuria.org/T2/Mapping/keys.html
04/09/2002 (1:11 pm)
To move objects between simgroups, try Ctrl+M. That's an (undocumented?) key in Tribes2, might work in Torque as well. I have a few more (all from T2, but check, maybe they work in Torque) here:web.lemuria.org/T2/Mapping/keys.html
#5
If there is another way to do the ctrl+m method let us know :)
// Clocks out
04/09/2002 (2:24 pm)
The Ctrl+m did work in TGE 1.0 cos then i used it all the time, but after we go this new editor (which is better in most way) it no longer works.If there is another way to do the ctrl+m method let us know :)
// Clocks out
#6
Phil.
04/09/2002 (3:13 pm)
Physical Zone polyhedrons seem to have regressed as regards to saving properly tho. Anyone else get this?Phil.
Torque Owner Desmond Fletcher
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