Torque 3D - Script Manual: Game Objects

TorqueScript

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Game Objects
[Game]

Objects which can be controlled or directly interact with a user, such as Player, Projectile, Item, etc. More...

Classes

class  AIPlayer
 A Player object not controlled by conventional input, but by an AI engine. More...
class  AITurretShape
 Provides an AI controlled turret. More...
class  AITurretShapeData
 Defines properties for an AITurretShape object. More...
class  GameBase
 Base class for game objects which use datablocks, networking, are editable, and need to process ticks. More...
class  GameBaseData
 Scriptable, demo-able datablock. Used by GameBase objects. More...
class  InteriorInstance
 Object used to represent buildings and other architectural structures (legacy). More...
class  Item
 Base Item class. Uses the ItemData datablock for common properties. More...
class  ItemData
 Stores properties for an individual Item type. More...
class  Player
 A client-controlled player character. More...
class  PlayerData
 Defines properties for a Player object. More...
class  Projectile
 Base projectile class. Uses the ProjectileData class for properties of individual projectiles. More...
class  ProjectileData
 Stores properties for an individual projectile type. More...
class  ProximityMine
 A simple proximity mine. More...
class  ProximityMineData
 Stores common properties for a ProximityMine. More...
class  SceneObject
 A networkable object that exists in the 3D world. More...
class  ShapeBase
 A scriptable, renderable shape. More...
class  ShapeBaseData
 Defines properties for a ShapeBase object. More...
class  ShapeBaseImageData
 Represents geometry to be mounted to a ShapeBase object. More...
class  SpawnSphere
 This class is used for creating any type of game object, assigning it a class, datablock, and other properties when it is spawned. More...
class  StaticShape
 The most basic 3D shape with a datablock available in Torque 3D. More...
class  StaticShapeData
 The most basic ShapeBaseData derrived shape datablock available in Torque 3D. More...
class  Trigger
 A Trigger is a volume of space that initiates script callbacks when objects pass through the Trigger. More...
class  TriggerData
 Defines shared properties for Trigger objects. More...
class  TSShapeConstructor
 An object used to modify a DTS or COLLADA shape model after it has been loaded by Torque. More...
class  TSStatic
 A static object derived from a 3D model file and placed within the game world. More...
class  TurretShape
 Base turret class. More...
class  TurretShapeData
 Defines properties for a TurretShape object. More...

Enumerations

enum  ItemLightType {
  NoLight,
  ConstantLight,
  PulsingLight
}
 

The type of light the Item has.

More...
enum  PlayerPose {
  Stand,
  Sprint,
  Crouch,
  Prone,
  Swim
}
 

The pose of the Player.

More...
enum  ShapeBaseImageLightType {
  NoLight,
  ConstantLight,
  SpotLight,
  PulsingLight,
  WeaponFireLight
}
 

The type of light to attach to this ShapeBaseImage.

More...
enum  ShapeBaseImageLoadedState {
  Ignore,
  Loaded,
  Empty
}
 

The loaded state of this ShapeBaseImage.

More...
enum  ShapeBaseImageRecoilState {
  NoRecoil,
  LightRecoil,
  MediumRecoil,
  HeavyRecoil
}
 

What kind of recoil this ShapeBaseImage should emit when fired.

More...
enum  ShapeBaseImageSpinState {
  Ignore,
  Stop,
  SpinUp,
  SpinDown,
  FullSpeed
}
 

How the spin animation should be played.

More...
enum  TSMeshType {
  None,
  Bounds,
  Mesh,
  Mesh
}
 

Type of mesh data available in a shape.

More...
enum  TurretShapeFireLinkType {
  FireTogether,
  GroupedFire,
  IndividualFire
}
 

How the weapons are linked to triggers for this TurretShape.

More...

Variables

float $SB::CloakSpeed
 Time to cloak, in seconds.
float $SB::DFDec
 Speed to reduce the damage flash effect per tick.
float $SB::FullCorrectionDistance
 Distance at which a weapon's muzzle vector is fully corrected to match where the player is looking.
static bool Trigger::renderTriggers
 Forces all Trigger's to render.
float $SB::WODec
 Speed to reduce the whiteout effect per tick.

Detailed Description

Objects which can be controlled or directly interact with a user, such as Player, Projectile, Item, etc.

Does not include vehicles as they have their own section.


Enumeration Type Documentation

The type of light the Item has.

Enumerator:
NoLight 

The item has no light attached.

ConstantLight 

The item has a constantly emitting light attached.

PulsingLight 

The item has a pulsing light attached.

enum PlayerPose

The pose of the Player.

Enumerator:
Stand 

Standard movement pose.

Sprint 

Sprinting pose.

Crouch 

Crouch pose.

Prone 

Prone pose.

Swim 

Swimming pose.

The type of light to attach to this ShapeBaseImage.

Enumerator:
NoLight 

No light is attached.

ConstantLight 

A constant emitting light is attached.

SpotLight 

A spotlight is attached.

PulsingLight 

A pusling light is attached.

WeaponFireLight 

Light emits when the weapon is fired, then dissipates.

The loaded state of this ShapeBaseImage.

Enumerator:
Ignore 

Ignore the loaded state.

Loaded 

ShapeBaseImage is loaded.

Empty 

ShapeBaseImage is not loaded.

What kind of recoil this ShapeBaseImage should emit when fired.

Enumerator:
NoRecoil 

No recoil occurs.

LightRecoil 

A light recoil occurs.

MediumRecoil 

A medium recoil occurs.

HeavyRecoil 

A heavy recoil occurs.

How the spin animation should be played.

Enumerator:
Ignore 

No changes to the spin sequence.

Stop 

Stops the spin sequence at its current position.

SpinUp 

Increase spin sequence timeScale from 0 (on state entry) to 1 (after stateTimeoutValue seconds).

SpinDown 

Decrease spin sequence timeScale from 1 (on state entry) to 0 (after stateTimeoutValue seconds).

FullSpeed 

Resume the spin sequence playback at its current position with timeScale = 1.

enum TSMeshType

Type of mesh data available in a shape.

Enumerator:
None 

No mesh data.

Bounds 

Bounding box of the shape.

Mesh 

Specifically desingated "collision" meshes.

Mesh 

Rendered mesh polygons.

How the weapons are linked to triggers for this TurretShape.

Enumerator:
FireTogether 

All weapons fire under trigger 0.

GroupedFire 

Weapon mounts 0,2 fire under trigger 0, mounts 1,3 fire under trigger 1.

IndividualFire 

Each weapon mount fires under its own trigger 0-3.


Variable Documentation

float $SB::CloakSpeed

Time to cloak, in seconds.

float $SB::DFDec

Speed to reduce the damage flash effect per tick.

See also:
ShapeBase::setDamageFlash()
ShapeBase::getDamageFlash()
Note:
Relies on the flash postFx.
float $SB::FullCorrectionDistance

Distance at which a weapon's muzzle vector is fully corrected to match where the player is looking.

When a weapon image has correctMuzzleVector set and the Player is in 1st person, the muzzle vector from the weapon is modified to match where the player is looking. Beyond the FullCorrectionDistance the muzzle vector is always corrected. Between FullCorrectionDistance and the player, the weapon's muzzle vector is adjusted so that the closer the aim point is to the player, the closer the muzzle vector is to the true (non-corrected) one.

bool Trigger::renderTriggers [static, inherited]

Forces all Trigger's to render.

Used by the Tools and debug render modes.

float $SB::WODec

Speed to reduce the whiteout effect per tick.

See also:
ShapeBase::setWhiteOut()
ShapeBase::getWhiteOut
Note:
Relies on the flash postFx.


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