Section Index


1. OpenAL || 2. Debugging || 3. String Manipulation || 4. Networking || 5. Console || 6. Device I/O || 7. File I/O
8. Packages || 9. Objects || 10. Event Scheduling || 11. Datablocks || 12. Video / Texturing || 13. Special || 14. Resource Management
15. Scene || 16. Containers and Raycasts || 17. Editors || 18. Build || 19. Time || 20. GUIs || 21. Math


This quick reference guide was taken directly out of The Game Programmer's Guide to Torque by Edward Maurina. It's an outstanding resource - a must for anyone wanting to get serious about programming in Torque.

Contents

Packages


activatePackage( packageName )

Purpose
Use the activatePackage function to activate a package definition and to re-define all functions named within this package with the definitions provided in the package body.

Syntax
packagename
– The name or ID of an existing package.

Returns
No return value.

Notes
This pushes the newly activated package onto the top of the package stack.

See Also
deactivatePackage, isPackage

activatePackage(Show);



deactivatePackage( packageName )

Purpose
Use the deactivatePackage function to deactivate a package definition and to pop any definitions from this package off the package stack.

Syntax
packagename
– The name or ID of an existing package.

Returns
No return value.

Notes
This also causes any subsequently stacked packages to be popped. i.e. If any packages were activated after the one specified in packageName, they too will be deactivated and popped.

See Also
activatePackage, isPackage

deactivePackage(Show);



isPackage( packageName )

Purpose
Use the isPackage function to check if the name or ID specified in packageName is a valid package.

Syntax
packagename
– The name or ID of an existing package.

Returns
Returns true if packageName is a valid package, false otherwise.

See Also
activatePackage, deactivatePackage

isPackage(Show);


Section Index


1. OpenAL || 2. Debugging || 3. String Manipulation || 4. Networking || 5. Console || 6. Device I/O || 7. File I/O
8. Packages || 9. Objects || 10. Event Scheduling || 11. Datablocks || 12. Video / Texturing || 13. Special || 14. Resource Management
15. Scene || 16. Containers and Raycasts || 17. Editors || 18. Build || 19. Time || 20. GUIs || 21. Math