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Topics - FI-ScottZ

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I have an persistent node on the server that maintains lists of objects in the world.  It keeps growable 2D "array" by having a field that is List of List of NodeRef.  I would like to be able to keep a sync'd list like that on the client, and replication seems an easier way to do that than remote calls.  I should also specify that I only need to replicate the references to the nodes, not the nodes themselves, which is why a generic NodeRef works. (In the future we may rep. the node class itself as well, but for now just need the list of nodes)

I set the field and class up for replication, making the field both Replicated and Initial Set, and made sure that the client destinations were set on the field and class, as well as set up the replication group.  But when I added noderefs to an inner list of that field and examined the node with the CLI command sn, the server node showed the noderef numbers set right, but the client node showed all zeros.  Other fields on the class replicated fine.

As an experiment, I created another field which is 1D, List of NodeRef, and added that to the class and set it all for replication again.  I then had the noderefs added to that field as well, and when I looked at the fields with sn, the List of NodeRef was correctly showing the numbers on the client while the List of List of NodeRefs still didn't.

I can work around this in a way I think will work by having the outer list refer to nodes instead of lists and those nodes will each have a list of noderefs.  But can anyone confirm if this is the case that List of NodeRef replicates correctly but List of List of NodeRef does not?  Or perhaps I made a mistake somewhere. Thanks!

I am beginning to understand the utility of using node associations in lieu or storing noderefs in, for instance, an array or list.

What I would like to know is whether order is maintained.  That is, often when using a traditional list, the order may be important.  When querying an association, is the list returned going to be the same order in which the associations were created?

Also, it didn't look like the association wiki pages mentioned uniqueness too much.  My understanding is that with unique targets or sources , if node N is associated to a unique target and then that same association type is used to connect N to a different target, the old association will be deleted automatically. Is that correct?

Finally, the properties in the DOM editor for associations list "Unique", "Unique Source", and "Unique Target", but there are only the last two as options when creating one.  Does that first property have any meaning beyond the fact that either the source or target is unique?  It would be nice if that first property was meaning that the association itself was unique, in that creating a association between two nodes would delete any prior associations between them of other types.  So, it would preclude any other associations between those nodes. Is that possible?

I am looking to add many models to an area in a designed pattern. Rather than the tedious process of placing them all by hand, I would like to be able to write some script, maybe in a command, that will calculate all of the positions and create the models programmatically.  This is for design time, not runtime.  I looked at the $EDIT._AddInstance() method and the GR2Instance class, but I am not sure if that is the right way or how I would specify which model to use.

We have a number of assets in a particular room.  The Room Visibility Mode shows the bounding box around them correctly, and with "Auto" on for the Room Panel they correctly appear/disappear when the camera moves in or out of the box.

When we add a new model to the room or move an existing one, the Visibility Mode shows the new bounding box looking correct, but the Auto show/hide still happens based on the old box.

I even tried the Update BB button of the Area panel, which the wiki says is no longer used, but to no avail.  Is there something in particular to do to get the room show/hide to use the new box?

Design & World Building / [Resolved] Area Duplication
« on: Dec 17, 10, 05:56:14 PM »
Is there a way to duplicate an area?  Given that an area is so easy to change, it is also easy to mess up, and Undo can't always fix it.  It would be nice if once an area is at a good, stable point then it could be copied so the other area can act as a backup in case of catastrophe.

Art & Art Pipeline / [Resolved] Asset Repository Clearing
« on: Dec 07, 10, 09:07:09 AM »
We are just now starting to be ready to put items in our repository and I want to be sure we put them in the right place.  It seems as if the engine looks for certain items in certain places, such as characters and decals.  I would prefer to be able to place all of our own assets into our own folder under HE, to keep our assets separate from those the clean engine came with.

The reason being, if I recall correctly, when we ship our game, we cannot have the assets that came with the clean engine in it.  It would be much easier to be able to delete them if they are all outside of one folder as opposed to our assets being intermingled with the default ones.

So, I guess I would like to know how much of the repository structure is required to be as is, versus how much we can set the structure as we see fit.  If it is best to keep the structure as is, I guess we will just look to remove the initial assets right at the start.

Thank you.

Scripting & Programming / [Resolved] inheritance vs glomming
« on: Dec 07, 10, 08:22:55 AM »
I am looking to add methods to a node, specifically a spec prototype.  I am used to extending classes via inheritance, but this glomming idea is new.  I can see how I can either add things in a child class, or glom a class onto the prototype and either should work, I think.

Can you recommend any particular reasons to choose one vs the other?  The only one I can think of is that glomming is done onto individual nodes rather than a whole class, but since this is a prototype, it doesn't matter.


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