Game Development Community

Arm Thread Question

by Michael Cozzolino · in Torque Game Engine · 08/02/2002 (6:44 am) · 5 replies

Never Mind I figured out my problem. :)

About the author

Indie Developer in the Albany NY area. iOS, PC, Mac OSX development. http://itunes.apple.com/us/artist/michael-cozzolino/id367780489


#1
08/04/2002 (2:33 pm)
What was your question? Maybe you should put the question back in with the solution you found, in case it was useful information for other people.
#2
08/04/2002 (4:18 pm)
All it was is how to get the arm Thread to work for the default player. I didn't realize I needed to add to the function onMount in weapon.cs.

ie.

if (%this.armthread $= "")
{
%obj.setArmThread(look);
}
else
{
%obj.setArmThread(%this.armThread);
}

And set the armThread for each weapon.
#3
05/27/2003 (10:56 pm)
I'm glad you put the question to the question. I needed that info, thank you.
#4
01/04/2007 (4:12 pm)
My game was crashing whenever i called setArmThread(....)

i figured out why -- the mArmAnimation.thread variable was NULL in player.cc ... apparently this is initialized when you have a look animation ONLY..... so you might be able to fix this by loading up a look somehow.

i fixed this by modding the C++ by adding this code:

if (!mArmAnimation.thread)  
	   mArmAnimation.thread = mShapeInstance->addThread();

right at the beginning of Player::setArmThread

i post this here to save anyone interested in armThreads the heinous debugging i had to get into.

disclaimer: i don't know much about torque but this seemed to work
#5
01/04/2007 (4:29 pm)
Spamming 4 threads will hardly help you. Have fun.