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create set at runtime

 
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lost_jedi

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Post Posted: 06-29-2006 02:57 PM Post subject: create set at runtime

I am missing something bigstyle here lol.

I have written code to create a set at runtime, it doesn't have a region module, but it creates one with the basic:
Code:

import App
def GetSet():
     return App.g_kSetManager.GetSet("myruntimesetname")


which is all it should need.


But when i load the set up, remove the player object from the current set and then re-add it to the new set. Make the new set the rendered set. The Screen goes black, it says "arriving at "myruntimesetname"", it won't let me flip to bridge or map mode or any other mode for that matter.

any ideas?

do i have to update the nodes or something like that?

cheers, LJ


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MLeo

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Post Posted: 06-29-2006 03:52 PM Post subject:

Updating the nodes would be a good idea, also, give it a basic background sphere.


Another way could be to look at the warp code and rip out every effect and see what's left.


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lost_jedi

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Post Posted: 06-29-2006 05:39 PM Post subject:

lol its working now, turns out it was an external thing causing it to go wrong because i was trying to spawn my player inside a planet. whoops.


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