GameObjects

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Classes:

class

A Player object not controlled by conventional input, but by an AI engine.

class

Defines properties for an AITurretShape object.

class

Base class for game objects which use datablocks, networking, are editable, and need to process ticks.

class

Scriptable, demo-able datablock. Used by GameBase objects.

class

Base Item class. Uses the ItemData datablock for common properties.

class

Stores properties for an individual Item type.

class
class

Defines properties for a Player object.

class

Base projectile class. Uses the ProjectileData class for properties of individual projectiles.

class

Stores properties for an individual projectile type.

class

A simple proximity mine.

class

Stores common properties for a ProximityMine.

class

A networkable object that exists in the 3D world.

class

Defines properties for a ShapeBase object.

class

Represents geometry to be mounted to a ShapeBase object.

class

This class is used for creating any type of game object, assigning it a class, datablock, and other properties when it is spawned.

class

The most basic 3D shape with a datablock available in Torque 3D.

class

The most basic ShapeBaseData derrived shape datablock available in Torque 3D.

class

A Trigger is a volume of space that initiates script callbacks when objects pass through the Trigger.

class

Defines shared properties for Trigger objects.

class

An object used to modify a DTS or COLLADA shape model after it has been loaded by Torque.

class

A static object derived from a 3D model file and placed within the game world.

class

Defines properties for a TurretShape object.

Enumerations

enum
ImageAssetType {
  Albedo 
  Normal 
  ORMConfig 
  GUI 
  Roughness 
  AO 
  Metalness 
  Glow 
  Particle 
  Decal 
  Cubemap 
}

Type of mesh data available in a shape.

enum
ItemLightType {
  NoLight 
  ConstantLight 
  PulsingLight 
}

The type of light the Item has.

enum
PlayerPose {
  Stand 
  Sprint 
  Crouch 
  Prone 
  Swim 
}

The pose of the Player.

enum
ReflectionModeEnum {
  Reflections 
  Cubemap 
  Cubemap 
}

Type of mesh data available in a shape.

enum
ReflectProbeType {
  Sphere 
  Box 
}

Type of mesh data available in a shape.

enum
ShapeBaseImageLightType {
  NoLight 
  ConstantLight 
  SpotLight 
  PulsingLight 
  WeaponFireLight 
}

The type of light to attach to this ShapeBaseImage.

enum
ShapeBaseImageLoadedState {
  Ignore 
  Loaded 
  Empty 
}

The loaded state of this ShapeBaseImage.

enum
ShapeBaseImageRecoilState {
  NoRecoil 
  LightRecoil 
  MediumRecoil 
  HeavyRecoil 
}

What kind of recoil this ShapeBaseImage should emit when fired.

enum
ShapeBaseImageSpinState {
  Ignore 
  Stop 
  SpinUp 
  SpinDown 
  FullSpeed 
}

How the spin animation should be played.

enum
TSMeshType {
  None 
  Bounds 
  Mesh 
  Mesh 
}

Type of mesh data available in a shape.

enum
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.