Contents

Console Objects Fields and Methods Quick Reference Part 5


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.

fxSunLight



This class is used to represent celestial bodies. You may defined as many fxSunlight objects as you need in your seeing. Each object may be animated independently. As a whole, this class provides several features allowing us to represent a variety of celestial bodies with many different behaviors.

Fields

Field Name Description Sample or Range
AnimAzimuth Enable azimuth animation. [ false , true ]
AnimBrightness Enable brightness animation. [ false , true ]
AnimColour Enable color animation. [ false , true ]
AnimElevation Enable elevation animation. [ false , true ]
AnimRotation Enable rotation animation. [ false , true ]
AnimSize Enable size animation. [ false , true ]
AzimuthKeys Key frame values for azimuth animation. “ABCDABCD”
AzimuthTime Round-trip animation time for azimuth. [ 0.0 , inf.0 )
BlendMode

0 = GL_SRC_ALPHA, GL_ONE
1 = GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA
2 = GL_ONE, GL_ONE

[ 0 , 2 ]
BlueKeys Key frame values for blue channel animation. “ABCDABCD”
Brightness Starting brightness. [ 0.0 , inf.0 )
BrightnessKeys Key frame values for brightness animation. “ABCDABCD”
BrightnessTime Round-trip animation time for brightness. [ 0.0 , inf.0 )
Colour Initial color. “1.0 1.0 0.0 1.0”
ColourTime Round-trip animation time for color. [ 0.0 , inf.0 )
ElevationKeys Key frame values for elevation animation. “ABCDABCD”
ElevationTime Round-trip animation time for elevation. [ 0.0 , inf.0 )
Enable Enable or disable fxSunlight object rendering. [ false , true ]
FadeTime Round-trip animation time for fade. [ 0.0 , inf.0 )
FlareSize Size for flare bitmap. [ 0.0 , inf.0 )
FlareTP If true, enables flare in third person. [ false , true ]
GreenKeys Key frame values for green channel animation. “ABCDABCD”
LerpAzimuth Enable azimuth interpolation. [ false , true ]
LerpBrightness Enable brightness interpolation. [ false , true ]
LerpColour Enable color interpolation. [ false , true ]
LerpElevation Enable elevationr interpolation. [ false , true ]
LerpRotation Enable rotation interpolation. [ false , true ]
LerpSize Enable size interpolation. [ false , true ]
LinkFlareSize Flag controlling whether the flare is linked to the light by size. If on then the flare tracks the color & brightness settings of the light to control its size. The brighter the light, the larger the flare. The flare is scaled according to it's current animation e.g. it never gets any bigger than it would with this setting off. [ false , true ]
LocalFlareBitmap Lens flare texture. ~/path/filename.png
LockToRealSun Elevation and azimuth for this object follows elevation and azimuth for Sun object. [ false , true ]
MaxAzimuth Maximum azimuth setting. [ 0.0 , 360.0 )
MaxBrightness Maximum brightness when brightness animation is enabled. [ 0.0 , inf.0 )
MaxColour Maximum color when color animation is enabled.
MaxElevation Maximum elevation. [ -90.0 , 90.0 ]
MaxRotation Maximum rotation when rotation animation is enabled. [ 0.0 , 360.0 )
MaxSize Maximum size for flare. [ 0.0 , inf.0 )
MinAzimuth Minimum azimuth setting. [ 0.0 , 360.0 )
MinBrightness Minimum brightness when brightness animation is enabled. [ 0.0 , inf.0 )
MinColour Minimum color when color animation is enabled. “0.0 0.0 1.0 1.0”
MinElevation Minimum elevation setting. [ -90.0 90.0 ]
MinRotation Minimum rotation when rotation animation is enabled. [ 0.0 , 360.0 )
MinSize Minimum flare size. [ 0.0 , inf.0 )
NearDistance Distance from light when flare achieves screen size of NearSize. [ 0.0 , inf.0 )
NearSize Screen size for flare at NearDistance and closer. [ 0.0 , inf.0 )
OffsetKeys Key frame values for offset animation. “ABCDABCD”
OffsetTime Round-trip animation time for offset. [ 0.0 , inf.0 )
RedKeys Key frame values for red channel animation. “ABCDABCD”
RemoteFlareBitmap The sun texture. ~/path/filename.png
RotationKeys Key frame values for rotation animation. “ABCDABCD”
RotationTime Round-trip animation time for rotation. [ 0.0 , inf.0 )
SingleColourKeys Use RedKeys to animate all colors at the same time. “ABCDABCD”
SizeKeys Key frame values for size animation. “ABCDABCD”
SizeTime Round-trip animation time for size. [ 0.0 , inf.0 )
SunAzimuth Initial azimuth setting. [ 0.0 , 360.0 )
SunElevation Initial elevation setting. [ -90.0 , 90.0 ]



Console Method Summaries

Long descriptions for these functions have not been supplied because the functions are very simple and their names are quite descriptive.

reset() setAzimuthKeys( keys ) setAzimuthTime( time )
setBlendMode( mode ) setBlueKeys( keys ) setBrightnessKeys( keys )
setBrightnessTime( time ) setColourTime( time ) setElevationKeys( keys )
setElevationTime( time ) setEnable( status ) setFadeTime( time )
setFlareBitmaps( local , remote ) setFlareBrightness( brightness ) setFlareColour( r , g , b )
setFlareSize( size ) setFlareTP( status ) setGreenKeys( keys )
setLerpAzimuth( status ) setLerpBrightness( status ) setLerpColour( status )
setLerpElevation( status ) setLerpRotation( status ) setLerpSize( status )
setLinkFlareSize( status ) setMaxAzimuth( azimuth ) setMaxBrightness( brightness )
setMaxColour( r , g , b ) setMaxElevation( elevation ) setMaxRotation( rotation )
setMaxSize( size ) setMinAzimuth( azimuth ) setMinBrightness( brightness )
setMinColour( r , g , b ) setMinElevation( elevation ) setMinRotation( rotation )
setMinSize( size ) setRedKeys( keys ) setRotationKeys( keys )
setRotationTime( time ) setSingleColourKeys( status ) setSizeKeys( keys )
setSizeTime( time ) setSunAzimuth( azimuth ) setSunElevation( elevation )
setUseAzimuth( status ) setUseBrightness( status ) setUseColour( status )
setUseElevation( status ) setUseRotation( status ) setUseSize( status )


GameBase


This is the base class to all classes using or requiring a data block. This class can be considered virtual as you do not create instances of it in the game world.

Fields

Field Name Description Sample or Range
dataBlock The corresponding data block for this object. GameBaseData datablock


Globals

Variable Name Description Sample or Range
$gameBase::boundingBox If true, objects will display their bounding boxes. [ false , true ]


Console Method Summaries

getDataBlock setDataBlock


Console Methods

getDataBlock()

Purpose
Use the getDataBlock method to get the datablock used by this object.

Returns
No return value.

See Also
setDataBlock



setDataBlock( db )

Purpose
Use the setDataBlock method to change the datablock for this object to a new datablock represented by db.

Syntax
db
– A datablock name or ID.

Returns
Returns true if the datablock with successfully changed, otherwise it returns false.

Notes
The new datablock must be of a compatible type with the current class.

See Also
getDataBlock


GameBaseData


This class is the corresponding data block the gamebase. It can be considered virtual also.

Fields

Field Name Description Sample or Range
category Creator category to place this object in. “MyCategory”
className A new namespace to be inserted between the name of the data block and the class name of the data block. “SomeClassname”


GameConnection


A class connecting the client in the current executable to a server in the current executable or to a server and external executable.

Console Method Summaries

activateGhosting chaseCam clearCameraObject
delete getCameraObject getControlCameraFov
getControlObject getServerConnection isAIControlled
isDemoPlaying isDemoRecording isFirstPerson
listClassIDs play2D play3D
playDemo resetGhosting setBlackOut
setCameraObject setConnectArgs setControlCameraFov
setControlObject setFirstPerson setJoinPassword
setMissionCRC startRecording stopRecording


Console Methods

activateGhosting()

Purpose
Use the activateGhosting method to GameConnection instance to start ghosting objects to the client.

Returns
No return value.

Notes
This is called on each client connection by the server.

See Also
resetGhosting



chaseCam( delay )

Purpose
Use the chaseCam method to insert a delay in between translations and rotations of the control object and the attached 3rd POV camera. That is, if delay is a positive non-zero value, the camera will lag behind translations and rotations of the 3rd POV player.

Syntax
delay
– An integer value equal to or greater than zero. If this value is greater than zero, the camera will begin to lag the players translations and rotations.

Notes
This can quickly become disconcerting as it disconnects player input from the results. Use this feature cautiously.



delete( [ reason ] )

Purpose
Use the delete method to destroy and disconnect the current connection, giving an optional reason. If reason is specified, it will be transmitted to the client/server on the other end of the connection.

Syntax
reason
– A string explaining while the connection is being severed.

Returns
No return value.



getCameraObject()

Purpose
Use the getCameraObject method to get the current camera object ID.

Returns
Returns the ID of the current camera object, or the control object if the POV is first person.

See Also
setCameraObject()



getControlCameraFov()

Purpose
Use the getControlCameraFov method to FOV of the current control 'camera'.

Returns
Returns a FOV angle between 0.0 and 180.0.

Notes
This may not actually be the FOV of the camera object, but rather the FOV being used by the camera. The difference is subtle, but if a camea is attached to an object and using that object's FOV setting, then the FOV is actually coming from the object, not the camera.

See Also
getCameraObject, setControlCameraFov



getControlObject()

Purpose
Use the getControlObject method to get the ID of the current control-object for this GameConnection.

Returns
Returns an integer value representing the ID of an object acting as the control-object for this GameConnection. If no control-object was set up, this will return 0.



getServerConnection()

Purpose
Use the getServerConnection method to get the ID of the server this client-side GameConnection is attached to.

Returns
Returns an integer representing the ID of a server-side GameConnection on the other end of this client-side GameConnection. If no server is connected, or if this GameConnection is a server-side connection, the return value is 0.



isAIControlled()

Purpose
Use the isAIControlled method to determine if this is an AIGameConnection.

Returns
Returns true if this is an AIGameConnection instance.

Notes
This will always return false for a GameConnection and always return true for an AIGameConnection. It was defined here to allow scripts to call it universally on either type of connection.



isDemoPlaying()

Purpose
Use the isDemoPlaying method to see if this GameConnection is playing a demo.

Returns
Returns true if a demo is being played, false otherwise.

See Also
isDemoRecording, playDemo, startRecording, stopRecording



isDemoRecording()

Purpose
Use the isDemoRecording method to see if this GameConnection is recording a demo.

Returns
Returns true if a demo is being recorded, false otherwise.

See Also
isDemoPlaying, playDemo, startRecording, stopRecording



isFirstPerson()

Purpose
Use the isFirstPerson method to see if the camera attached to this GameConnection is in 1st POV.

Returns
Returns true if the camera attached to this GameConnection is in 1st POV, false otherwise.

See Also
setFirstPerson



listClassIDs()

Purpose
Use the listClassIDs method to dump a list of all class IDs that this GameConnection knows about.

Returns
No return value.

Notes
This is a debug feature.



play2D( AP )

Purpose
Use the play2D method to play a 2D AudioProfile previously specified using the datablock keyword.

Syntax
AP
– A 2D AudioProfile previously specified using the datablock keyword.

Returns
Returns true if the sound can be played, false otherwise.

Notes
Be sure to use only AudioProfiles created using the datablock keyword.

See Also
play3D



play3D( AP , position )

Purpose
Use the play2D method to play a 3D AudioProfile previously specified using the datablock keyword.

Syntax
AP
– A 3D AudioProfile previously specified using the datablock keyword.
position – The position to play this sound at.

Returns
Returns true if the sound can be played, false otherwise.

Notes
Be sure to use only AudioProfiles created using the datablock keyword.

See Also
play2D



playDemo( demoFileName )

Purpose
Use the playDemo method to play a previously recorded demo on this GameConnection.

Syntax
demoFileName
– A path and file name pointing to a previously recorded demo.

Returns
Returns true if the demo was succesfully played, false otherwise.

See Also
isDemoPlaying, isDemoRecording, startRecording, stopRecording



resetGhosting()

Purpose
Use the resetGhosting method to reset ghosting. This in effect tells the server to resend each ghost to insure that all objects which should be ghosts and are in fact ghosted.

Returns
No return value.

See Also
activateGhosting



setBlackOut( doFade , timeMS )

Purpose
Use the setBlackOut method to fade (black) the screen out, or in.

Syntax
doFade
– A boolean value. If set to true, the screen is blacked out, if false, the blackout is reversed.
timeMS – An integer value specifying the time it takes to fade-out or to fade back in.

Returns
No return value.

Notes
This is only called on the client-side GameConnection (from client to server), calling in on a server-side connection (from server to client), will do nothing.

The GameBase class provides two similar features for whiting out the screen and causing damage flashes.



setCameraObject( newCamera )

Purpose
Use the setCameraObject method to change the camera object associated with this GameConnection to newCamera.

Syntax
newCamera
– The ID of a valid camera object.

Returns
Returns true on success and false on failure.

Notes
This can only be called on the serer-side GameConnection.

See Also
getCameraObject



setConnectArgs( name [ , arg1 , ... , arg15 ] )

Purpose
Use the setConnectArgs method to set the connection arguments for this client-side GameConnection. These values will be passed to the server upon establishing a connection.

Syntax
name
– Generally, the first argument is the name of the player.
arg1 , ... , arg15 – 15 additional arguments may be passed.

Returns
No return value.

See Also
setJoinPassword


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