1.1.3 Mount Point cloning on child
by Marc Dreamora Schaerer · in Torque Game Builder · 02/16/2007 (1:28 am) · 0 replies
There are a few errors with the mount point editor and I come to think that they are the reason that mounting objects with own mounts tends to cause problems (because as I've found out during this tests, sometimes it works, if the childs and parents mount points are equal)
Potentially this could be the reason for the path cloning issue on copy object as well.
(or both share the same error in the mount point system)
1) Whenever you try to add an object to a mount of an object which already has a child, then a new mount point will generated in case the mount point of the parent was within the bounding box of the child.
This is a common behavior of the editor. If you start mounting it and click on an object where no mount point is present, it will add one. But this ends quite badly if there is an object overlaying as the mount editor definitely can not know to which object I want to mount it.
2) This mount points on the child objects can not be removed as long as the mount point is within the parents bounding box. It does not mather if it is still mounted on that parent or not.
Same holds for the parents mountpoints, which are not removed but will unmount the child.
It even "pushes out" childs that were mounted to a child of the currently "in edit" object due to error 1)
1) + 2) seem to indicate that the mount points somehow get "interlinked" between the objects.
3) There is a third error with the mount point editor I sadly was not able to stable reproduce.
But due to the errors caused in 1) and 2) you are able to unmount objects through the mount point editor in a way that will generate a new mountpoint outside the bounding box of your objects.
Due to the behavior of the mount point editor, you will not be able to remove it from within editor anymore.
Request basing on 3): Please remove the mount point placement restriction to be within the bounding box. Currently it is not possible to usefully attach the camera to a specific point offset from the player object for example, one must "bridge" the distance with fake objects that will be invisible to get a mount target at the place it is needed to do offset mounting within the editor. (at least unless I missed something)
I am aware that I could just place the mountpoint in the level file itself or through script.
Potentially this could be the reason for the path cloning issue on copy object as well.
(or both share the same error in the mount point system)
1) Whenever you try to add an object to a mount of an object which already has a child, then a new mount point will generated in case the mount point of the parent was within the bounding box of the child.
This is a common behavior of the editor. If you start mounting it and click on an object where no mount point is present, it will add one. But this ends quite badly if there is an object overlaying as the mount editor definitely can not know to which object I want to mount it.
Quote:
To reproduce:
Add an object to the scene (or a trigger). Add 3 mount points to it, close together, forming a triangle.
Add an object to the first, then to the second, then to the third mount point.
Now open the mount point editor for those 3 objects, you will see that they got their own mount points and that the newly added objects have been added to those instead of the parent object you wanted them to be parented to and have been added to mountpoints you never generated at all.
2) This mount points on the child objects can not be removed as long as the mount point is within the parents bounding box. It does not mather if it is still mounted on that parent or not.
Same holds for the parents mountpoints, which are not removed but will unmount the child.
It even "pushes out" childs that were mounted to a child of the currently "in edit" object due to error 1)
1) + 2) seem to indicate that the mount points somehow get "interlinked" between the objects.
3) There is a third error with the mount point editor I sadly was not able to stable reproduce.
But due to the errors caused in 1) and 2) you are able to unmount objects through the mount point editor in a way that will generate a new mountpoint outside the bounding box of your objects.
Due to the behavior of the mount point editor, you will not be able to remove it from within editor anymore.
Request basing on 3): Please remove the mount point placement restriction to be within the bounding box. Currently it is not possible to usefully attach the camera to a specific point offset from the player object for example, one must "bridge" the distance with fake objects that will be invisible to get a mount target at the place it is needed to do offset mounting within the editor. (at least unless I missed something)
I am aware that I could just place the mountpoint in the level file itself or through script.
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