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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
enum ItemLightType |
The type of light the Item has.
enum PlayerPose |
The pose of the Player.
How the spin animation should be played.
- Enumerator:
enum TSMeshType |
How the weapons are linked to triggers for this TurretShape.
Variable Documentation
float $SB::CloakSpeed |
Time to cloak, in seconds.
float $SB::DFDec |
Speed to reduce the damage flash effect per tick.
- 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.
- Note:
- Relies on the flash postFx.