Bug: Only one wheel model available in TGE
by Ken Finney · in Torque Game Engine · 05/16/2002 (10:50 pm) · 4 replies
Don't know why it took so long for me to notice this: you can only have one of your wheels used in the engine, and it is the type belonging to the vehicle file you exec last.
For example, I have a Land Rover - nice big knobby tires, and a skateboard - little wide polyurethane wheels.
If I exec the skateboard.cs file last, then the skateboard is ok, but the Rover gets the tiny little orange wheels that the skateboard uses and can't go anywhere. If I exec the Rover last, then it's ok, but the skateboard ends up with the big knobby tires, and proceeds to bounce out of the known universe ...
For example, I have a Land Rover - nice big knobby tires, and a skateboard - little wide polyurethane wheels.
If I exec the skateboard.cs file last, then the skateboard is ok, but the Rover gets the tiny little orange wheels that the skateboard uses and can't go anywhere. If I exec the Rover last, then it's ok, but the skateboard ends up with the big knobby tires, and proceeds to bounce out of the known universe ...
About the author
#2
So you would remove that function call from the general wheeledvehicle::onadd and make mywheeledvehicle::onadd for each vehicle and set the tires there. Same with the springs.
hope this makes sence its 6am heh.
05/17/2002 (2:39 am)
Badguy is correct.. you must use the setwheeltire function in your spawning code.. wheeledvehicle::onadd in the example script will set them for every wheeled vehicle when you add it.So you would remove that function call from the general wheeledvehicle::onadd and make mywheeledvehicle::onadd for each vehicle and set the tires there. Same with the springs.
hope this makes sence its 6am heh.
#3
05/17/2002 (5:29 am)
When I get back from Buffalo, I'll post a snippet that defines multiple wheel types.
#4
OK, cancel this bug alert :-)
05/17/2002 (6:11 am)
Bingo ! - thanks Badguy & Wallace, that was it. I'd actually tried that in my flailing around last night, but had a typo, so it didn't work, and I didn't notice the typo...OK, cancel this bug alert :-)
Torque Owner Badguy
with your next wheel maybe?
what should be done here is define the onAdd for your datablock by using the datablock name to define the function instead of WheeledVehicleData