Torque 3D - Script Manual: Explosion Class Reference

TorqueScript

Main   Class List   Namespace List   Online

Explosion Class Reference
[Special Effects]

The emitter for an explosion effect, with properties defined by a ExplosionData object. More...

Inheritance diagram for Explosion:

List of all members.

Static Public Attributes

static bool isRenderable
 Disables rendering of all instances of this type.
static bool isSelectable
 Disables selection of all instances of this type.

Detailed Description

The emitter for an explosion effect, with properties defined by a ExplosionData object.

The object will initiate the explosion effects automatically after being added to the simulation.

Example:
datablock ExplosionData( GrenadeSubExplosion )
{
   offset = 0.25;
   emitter[0] = GrenadeExpSparkEmitter;

   lightStartRadius = 4.0;
   lightEndRadius = 0.0;
   lightStartColor = "0.9 0.7 0.7";
   lightEndColor = "0.9 0.7 0.7";
   lightStartBrightness = 2.0;
   lightEndBrightness = 0.0;
};

datablock ExplosionData( GrenadeLauncherExplosion )
{
   soundProfile = GrenadeLauncherExplosionSound;
   lifeTimeMS = 400; // Quick flash, short burn, and moderate dispersal

   // Volume particles
   particleEmitter = GrenadeExpFireEmitter;
   particleDensity = 75;
   particleRadius = 2.25;

   // Point emission
   emitter[0] = GrenadeExpDustEmitter;
   emitter[1] = GrenadeExpSparksEmitter;
   emitter[2] = GrenadeExpSmokeEmitter;

   // Sub explosion objects
   subExplosion[0] = GrenadeSubExplosion;

   // Camera Shaking
   shakeCamera = true;
   camShakeFreq = "10.0 11.0 9.0";
   camShakeAmp = "15.0 15.0 15.0";
   camShakeDuration = 1.5;
   camShakeRadius = 20;

   // Exploding debris
   debris = GrenadeDebris;
   debrisThetaMin = 10;
   debrisThetaMax = 60;
   debrisNum = 4;
   debrisNumVariance = 2;
   debrisVelocity = 25;
   debrisVelocityVariance = 5;

   lightStartRadius = 4.0;
   lightEndRadius = 0.0;
   lightStartColor = "1.0 1.0 1.0";
   lightEndColor = "1.0 1.0 1.0";
   lightStartBrightness = 4.0;
   lightEndBrightness = 0.0;
   lightNormalOffset = 2.0;
};

function createExplosion()
{
   // Create a new explosion - it will explode automatically
   %pos = "0 0 100";
   %obj = new Explosion()
   {
      position = %pos;
      dataBlock = GrenadeLauncherExplosion;
   };
}

// schedule an explosion
schedule(1000, 0, createExplosion);


Copyright © GarageGames, LLC. All Rights Reserved.