GameObjects
Classes:
Defines properties for an AITurretShape object.
Base class for game objects which use datablocks, networking, are editable, and need to process ticks.
Scriptable, demo-able datablock. Used by GameBase objects.
Defines properties for a Player object.
Base projectile class. Uses the ProjectileData class for properties of individual projectiles.
Stores properties for an individual projectile type.
A simple proximity mine.
Stores common properties for a ProximityMine.
A networkable object that exists in the 3D world.
Defines properties for a ShapeBase object.
Represents geometry to be mounted to a ShapeBase object.
This class is used for creating any type of game object, assigning it a class, datablock, and other properties when it is spawned.
The most basic 3D shape with a datablock available in Torque 3D.
The most basic ShapeBaseData derrived shape datablock available in Torque 3D.
Defines shared properties for Trigger objects.
An object used to modify a DTS or COLLADA shape model after it has been loaded by Torque.
A static object derived from a 3D model file and placed within the game world.
Defines properties for a TurretShape object.
Enumerations
ImageAssetType { Albedo Normal ORMConfig GUI Roughness AO Metalness Glow Particle Decal Cubemap }
Type of mesh data available in a shape.
ItemLightType { NoLight ConstantLight PulsingLight }
The type of light the Item has.
PlayerPose { Stand Sprint Crouch Prone Swim }
The pose of the Player.
ReflectionModeEnum { Reflections Cubemap Cubemap }
Type of mesh data available in a shape.
ReflectProbeType { Sphere Box }
Type of mesh data available in a shape.
ShapeBaseImageLightType { NoLight ConstantLight SpotLight PulsingLight WeaponFireLight }
The type of light to attach to this ShapeBaseImage.
ShapeBaseImageLoadedState { Ignore Loaded Empty }
The loaded state of this ShapeBaseImage.
ShapeBaseImageRecoilState { NoRecoil LightRecoil MediumRecoil HeavyRecoil }
What kind of recoil this ShapeBaseImage should emit when fired.
ShapeBaseImageSpinState { Ignore Stop SpinUp SpinDown FullSpeed }
How the spin animation should be played.
TSMeshType { None Bounds Mesh Mesh }
Type of mesh data available in a shape.
TurretShapeFireLinkType { FireTogether GroupedFire IndividualFire }
How the weapons are linked to triggers for this TurretShape.
Variables
float
Time to cloak, in seconds.
float
Speed to reduce the damage flash effect per tick.
float
Distance at which a weapon's muzzle vector is fully corrected to match where the player is looking.
bool
Forces all Trigger's to render.
float
Speed to reduce the whiteout effect per tick.
Detailed Description
Enumerations
ImageAssetType
Enumerator
- Albedo
- Normal
Knot will have a smooth camera translation/rotation effect.
- ORMConfig
- GUI
- Roughness
- AO
- Metalness
- Glow
- Particle
- Decal
- Cubemap
Uses a static CubemapData.
Uses a cubemap baked from the probe's current position.
Type of mesh data available in a shape.
ItemLightType
Enumerator
- NoLight
No light is attached.
The item has no light attached.
- ConstantLight
A constant emitting light is attached.
The item has a constantly emitting light attached.
- PulsingLight
A pusling light is attached.
The item has a pulsing light attached.
The type of light the Item has.
PlayerPose
Enumerator
- Stand
Provides cover when standing.
Standard movement pose.
- Sprint
Sprinting pose.
- Crouch
Only provides cover when crouching.
Crouch pose.
- Prone
Only provides cover when prone.
Prone pose.
- Swim
Swimming pose.
The pose of the Player.
ReflectionModeEnum
Enumerator
- Reflections
This probe does not provide any local reflection data.
- Cubemap
Uses a static CubemapData.
Uses a cubemap baked from the probe's current position.
- Cubemap
Uses a static CubemapData.
Uses a cubemap baked from the probe's current position.
Type of mesh data available in a shape.
ReflectProbeType
Enumerator
- Sphere
Sphere shaped.
- Box
Box shape.
Type of mesh data available in a shape.
ShapeBaseImageLightType
Enumerator
- NoLight
No light is attached.
The item has no light attached.
- ConstantLight
A constant emitting light is attached.
The item has a constantly emitting light attached.
- SpotLight
A spotlight is attached.
- PulsingLight
A pusling light is attached.
The item has a pulsing light attached.
- WeaponFireLight
Light emits when the weapon is fired, then dissipates.
The type of light to attach to this ShapeBaseImage.
ShapeBaseImageLoadedState
Enumerator
- Ignore
Ignore all water surfaces.
Ignore the loaded state.
No changes to the spin sequence.
- Loaded
ShapeBaseImage is loaded.
- Empty
ShapeBaseImage is not loaded.
The loaded state of this ShapeBaseImage.
ShapeBaseImageRecoilState
Enumerator
- NoRecoil
No recoil occurs.
- LightRecoil
A light recoil occurs.
- MediumRecoil
A medium recoil occurs.
- HeavyRecoil
A heavy recoil occurs.
What kind of recoil this ShapeBaseImage should emit when fired.
ShapeBaseImageSpinState
Enumerator
- Ignore
Ignore all water surfaces.
Ignore the loaded state.
No changes to the spin sequence.
- Stop
Stops the spin sequence at its current position.
Stop the sound source spawned last by this playlist. Then proceed.
- 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.
How the spin animation should be played.
TSMeshType
Enumerator
- None
Simple point sampled filtering. This is the fastest and lowest quality mode.
No transition. Immediately move on to processing the slot or immediately move on to the next slot.
Allow both childs to resize (default).
Disable blending for this material.
No mesh data.
- Bounds
Bounding box of the shape.
- Mesh
Specifically desingated "collision" meshes.
Rendered mesh polygons.
- Mesh
Specifically desingated "collision" meshes.
Rendered mesh polygons.
Type of mesh data available in a shape.
TurretShapeFireLinkType
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.
How the weapons are linked to triggers for this TurretShape.
Variables
float CloakSpeed
Time to cloak, in seconds.
float DFDec
Speed to reduce the damage flash effect per tick.
note:Relies on the flash postFx.
float 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 renderTriggers
Forces all Trigger's to render.
Used by the Tools and debug render modes.
float WODec
Speed to reduce the whiteout effect per tick.
note:Relies on the flash postFx.