Contents

Console Objects Fields and Methods Quick Reference Part 14


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.

TerrainBlock



Mission object representing terrain. Default terrain in Torque measures 2 x 2 km and repeats forever. See EGTGE Volume I – Mission Objects chapter for usage.


Fields

Field Name Description Sample or Range
bumpOffset Offset between bumpmap textures. [ 0.0 , inf )
bumpScale Scale of bumpmap texture. [ 1 , inf )
bumpTexture Path to texture to use for bump map textures. --
detailTexture Path to texture to use for terrain detailing. --
emptySquares List of empty squares in terrain. --
squareSize Vertical and horizontal distance between terrain verticies in meters. Default is 8 meters. Affects water rendering. 1 , 2 , 4 , 8 (default) , 16 , 32 , 64 , 128
terrainFile Path to file used for terrain. --
zeroBumpScale Value controlling bumpmap rendering distance. [ 1 , inf )
tile Enables and disables tiling of terrain. [ false , true ]


Globals

Variable Name Description Sample or Range
$farDistance Distance to far render plane (where rendering stops). Modify in sky object.
$pref::Terrain::dynamicLights -
$pref::Terrain::enableDetails Enable/Disable detailTexture rendering. -
$pref::Terrain::enableEmbossBumps Enable/Disable bump map rendering. NOTE: TGEA does not support terrain bump maps. -
$pref::Terrain::screenError Terrain screen error metrics. The higher this value is, the smoother terrain slopes will become (within limits). Lowering this value can increase render speed on old systems. [ 0 , inf )
$pref::Terrain::texDetail This value modifies the texturing LOD. Higher numbers equal LOWER LOD. For best results leave this at 0. [ 0 , 10 ]
$pref::Terrain::textureCacheSize -
$screenSize -
$T2::dynamicTextureCount Grand total newly rendered textures count for the terrain. -
$T2::staticTextureCount Grand total rendered textures count for the terrain. -


Console Methods

getHeightfieldScript() getTextureScript() save()
setHeightfieldScript() setTextureScript()


These methods are used by the editors and should not be used for general scripting purposes. Please see EditorGui.cs if you want to see these methods in use.


Trigger


Mission object representing a re-active zone in the game. This object senses the entry, exit, and presence of objects within it's bounds.

Fields

Field Name Description Sample or Range
polyhedron List of (relative) coordinates representing bounds of area. --


Console Methods

getNumObjects() getObject()


getNumObjects()

Purpose
Use the getNumObjects method to determine how many GameBase objects are within the bounds of this trigger.

Returns
Returns an integer value specifying the number of objects that are currently within the boundaries of this trigger.

See Also
getObject



getObject( index )

Purpose
Use the getObject method to retrieve the ID of an object, at index, within this trigger's object list.

Syntax
index
– An integer value between 0 and numObjects, where numObjects can be retrieved with getNumObjects.

Returns
Returns an object ID, or 0 if no object is found at the specified index.

See Also
getNumObjects


TriggerData


Datablock associated with the trigger mission object.

Fields

Field Name Description Sample or Range
tickPeriodMS Period in milliseconds describing time to next trigger tick. Trigger checks for current contents on each tick. Does not affect sensing of onEnter/onLeave. [ 0 , inf )



TSShapeConstructor



Fields

Field Name Description Sample or Range
baseShape The DTS file used by this shape constructor. ~/path/filename.dts
sequence[0:126] Up to 127 sequences that can be associated with this shape construtor. ~/path/filename.dsq


TSStatic



Fields

Field Name Description Sample or Range
position The object's placement position, not neccesarily the current position. "1.0 2.0 3.0"
rotation The object's placement rotation, not neccesarily the current rotation. "1.0 2.0 3.0"
scale The object's placement scale, not neccesarily the current scale. "1.0 2.0 3.0"
shapeName DTS file for this shape ~/path/filename.dts


Vehicle



Fields

Field Name Description Sample or Range
disableMove Used to disable a vehicle's ability to move. [ false , true ]


VehicleData



Fields

Field Name Description Sample or Range
bodyFriction The vehicle's rigid body friction coefficient. Used in the physical simulation during contacts and collisions. Higher friction values dampen contact and collision forces. ( -inf.0 , inf.0 )
bodyRestitution The vehicle's rigid body restitution. Used in the physical simulation during collisions. The scalar restitution value affects the strength of the body's rebound resulting from collisions with objects. Higher restitution values yield more powerful rebound reactions. ( -inf.0 , inf.0 )
cameraDecay Scalar rate at which the third person camera offset decays, per tick. ( -inf.0 , inf.0 )
cameraLag Scalar amount by which the third person camera lags the vehicle, relative to the vehicle's linear velocity. ( -inf.0 , inf.0 )
cameraOffset The vertical offset of the vehicle's camera. ( -inf.0 , inf.0 )
cameraRoll Specifies whether the camera's rotation matrix, and the render eye transform are multiplied during camera updates. [ false , true ]
collDamageMultiplier Note: this field currently has no tangible effect in the engine's simulation.. ( -inf.0 , inf.0 )
collDamageThresholdVel Note: this field currently has no tangible effect in the engine's simulation. ( -inf.0 , inf.0 )
collisionTol The minimum collision velocity required to trigger a full collision. Collisions with velocities less than the collisionTol value will be treated as collision contacts or constraints. ( -inf.0 , inf.0 )
contactTol The minimum collision velocity required to trigger a collision contact. Collisions with velocities less than the contactTol value will be treated as collision constraints. ( -inf.0 , inf.0 )

damageEmitter[0]
damageEmitter[1]
damageEmitter[2]

Array of pointers to ParticleEmitterData datablocks which will be used to emit particles for damage effects (smoke). see type

damageEmitterOffset[0]
damageEmitterOffset[1]

Offset point at which to display damage effects. "1.0 2.0 3.0"

damageLevelTolerance[0]
damageLevelTolerance[1]

Array of floats specifying damage level thresholds. Each entry is specified as a decimal percentage of maxDamage (defined in ShapeBaseData). Each damage level is used to determine what damage effect to play. ( -inf.0 , inf.0 )
dustEmitter Array of pointers to ParticleEmitterData datablocks which will be used to emit particles at vehicle/terrain contact point. see type
dustHeight Height of dust effects. ( -inf.0 , inf.0 )
exitingWater The AudioProfile will be used to produce sounds when emerging from water. see type
exitSplashSoundVelocity The minimum velocity at which the exit splash sound will be played when emerging from water. ( -inf.0 , inf.0 )
hardImpactSound The AudioProfile used to produce sounds for hard impacts. see type
hardImpactSpeed Minimum speed at which the vehicle must be travelling for the hard impact sound to be played. ( -inf.0 , inf.0 )
hardSplashSoundVelocity The minimum velocity at which the hard splash sound will be played when impacting water. ( -inf.0 , inf.0 )
impactWaterEasy The AudioProfile will be used to produce sounds when a soft impact with water occurs. see type
impactWaterHard The AudioProfile will be used to produce sounds when a hard impact with water occurs. see type
impactWaterMedium The AudioProfile will be used to produce sounds when a medium impact with water occurs. see type
integration The number of discrete steps with which to process physics data per tick. ( -inf , inf )
jetEnergyDrain Energy drained per tick by use of the vehicle's jet, if it has one. ( -inf.0 , inf.0 )
jetForce Force generated by the vehicle's jet, if it has one. This field is only used by derived classes. ( -inf.0 , inf.0 )
massCenter The vehicle's rigid body center of mass. "1.0 2.0 3.0"
maxDrag dIntended to clamp the maximum drag available. Note: this field currently has no tangible effect in the engine's simulation. -
maxSteeringAngle Maximum attainable steering angle, measured in radians. Steering angles are clamped to this maximum value. ( -inf.0 , inf.0 )
mediumSplashSoundVelocity The minimum velocity at which the medium splash sound will be played when impacting water. ( -inf.0 , inf.0 )
minDrag The minimum drag acting on the vehicle at all times. At present, this field is only used by FlyingVehicleData and helps determine it's maxSpeed and movement force. ( -inf.0 , inf.0 )
minImpactSpeed Minimum speed at which the vehicle must be travelling for the OnImpact script function to be called. ( -inf.0 , inf.0 )
minJetEnergy Minimum energy required in order to use the vehicle's jet, if it has one. ( -inf.0 , inf.0 )
minRollSpeed Note: this field currently has no tangible effect in the engine's simulation. -
numDmgEmitterAreas The number of areas on the vehicle that can display damage effects. ( -inf.0 , inf.0 )
softImpactSound The AudioProfile used to produce sounds for soft impacts. see type
softImpactSpeed Minimum speed at which the vehicle must be travelling for the soft impact sound to be played. ( -inf.0 , inf.0 )
softSplashSoundVelocity The minimum velocity at which the soft splash sound will be played when impacting water. ( -inf.0 , inf.0 )

splashEmitter[0]
splashEmitter[1]

Array of pointers to ParticleEmitterData datablocks which will generate splash effects. see type
splashFreqMod The simulated frequency modulation of a splash generated by this vehicle. Multiplied along with vehicle speed and time elapsed when determining splash emition rate. ( -inf.0 , inf.0 )
splashVelEpsilon The threshold speed at which we consider the vehicle's movement to have stopped when updating splash effects. ( -inf.0 , inf.0 )
triggerDustHeight Maximum height from the ground at which the vehicle will generate dust. ( -inf.0 , inf.0 )
waterWakeSound The AudioProfile will be used to produce sounds when a water wake is displayed. see type


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