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SpawnSphere Class Reference
[Game ObjectsMiscellaneous]

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

Inheritance diagram for SpawnSphere:
Inheritance graph
[legend]

List of all members.

Public Member Functions

bool spawnObject (string additionalProps)
 Dynamically create a new game object with a specified class, datablock, and optional properties.
Callbacks

void onAdd (int objectId)
 Called when the SpawnSphere is being created.

Public Attributes

Spawn

bool autoSpawn
 Flag to spawn object as soon as SpawnSphere is created, true to enable or false to disable.
string spawnClass
 Object class to create (eg. Player, AIPlayer, Debris etc).
string spawnDatablock
 Predefined datablock assigned to the object when created.
string spawnProperties
 String containing semicolon (;) delimited properties to set when the object is created.
string spawnScript
 Command to execute immediately after spawning an object. New object id is stored in $SpawnObject. Max 255 characters.
Weight

float indoorWeight
 Deprecated.
float outdoorWeight
 Deprecated.
float sphereWeight
 Deprecated.
Dimensions

float radius
 Deprecated.

Static Public Attributes

static bool isRenderable
 Disables rendering of all instances of this type.
static bool isSelectable
 Disables selection of all instances of this type.

Detailed Description

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

Torque 3D uses a simple spawn system, which can be easily modified to spawn any kind of object (of any class). Each new level already contains at least one SpawnSphere, which is represented by a green octahedron in stock Torque 3D. The spawnClass field determines the object type, such as Player, AIPlayer, etc. The spawnDataBlock field applies the pre-defined datablock to each spawned object instance. The really powerful feature of this class is provided by the spawnScript field which allows you to define a simple script (multiple lines) that will be executed once the object has been spawned.

Example:
// Define an SpawnSphere that essentially performs the following each time an object is spawned
//$SpawnObject = new Player()
//{
//   dataBlock = "DefaultPlayerData";
//   name = "Bob";
//   lifeTotal = 3;
//};
//echo("Spawned a Player: " @ $SpawnObject);

new SpawnSphere(DefaultSpawnSphere)
{
   spawnClass = "Player";
   spawnDatablock = "DefaultPlayerData";
   spawnScript = "echo(\"Spawned a Player: \" @ $SpawnObject);"; // embedded quotes must be escaped with \ 
   spawnProperties = "name = \"Bob\";lifeTotal = 3;"; // embedded quotes must be escaped with \ 
   autoSpawn = "1";
   dataBlock = "SpawnSphereMarker";
   position = "-0.77266 -19.882 17.8153";
   rotation = "1 0 0 0";
   scale = "1 1 1";
   canSave = "1";
   canSaveDynamicFields = "1";
};

// Because autoSpawn is set to true in the above example, the following lines
// of code will execute AFTER the Player object has been spawned.
echo("Object Spawned");
echo("Hello World");
See also:
MissionMarker
MissionMarkerData

Member Function Documentation

void SpawnSphere::onAdd ( int  objectId  ) 

Called when the SpawnSphere is being created.

Parameters:
objectId The unique SimObjectId generated when SpawnSphere is created (%this in script)
bool SpawnSphere::spawnObject ( string  additionalProps  ) 

Dynamically create a new game object with a specified class, datablock, and optional properties.

This is called on the actual SpawnSphere, not to be confused with the Sim::spawnObject() global function

Parameters:
additionalProps Optional set of semiconlon delimited parameters applied to the spawn object during creation.
Example:
// Use the SpawnSphere::spawnObject function to create a game object
// No additional properties assigned
%player = DefaultSpawnSphere.spawnObject();

Member Data Documentation

Flag to spawn object as soon as SpawnSphere is created, true to enable or false to disable.

Deprecated.

Deprecated.

Deprecated.

Object class to create (eg. Player, AIPlayer, Debris etc).

Predefined datablock assigned to the object when created.

String containing semicolon (;) delimited properties to set when the object is created.

Command to execute immediately after spawning an object. New object id is stored in $SpawnObject. Max 255 characters.

Deprecated.



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