F10 and F11 keys
by Gary Roberson · in Torque Game Engine · 03/11/2011 (3:16 pm) · 8 replies
I know I've asked this question at lest once before, but I cannot find the thread where I asked it!
But once I have my game completed, how do I disable the F10 and F11 keys so that the player will not be able to use the editors?
But once I have my game completed, how do I disable the F10 and F11 keys so that the player will not be able to use the editors?
About the author
#2
Now, how about the F10 key. And also the '~' key so that gamers will not bring up the console function.
Thanks,
04/03/2011 (1:48 pm)
OK, I found out how to disable the F11 key.Now, how about the F10 key. And also the '~' key so that gamers will not bring up the console function.
Thanks,
#3
For the console, you will find the bind at the bottom of "yourgamefolder/client/scripts/default.binds.cs"
04/04/2011 (6:52 am)
If you're using the base TGE 1.4.2 scripting, you will find the GUI Editor bind at the bottom of "creator/ui/GuiEditorGui.gui".For the console, you will find the bind at the bottom of "yourgamefolder/client/scripts/default.binds.cs"
#4
I just got a chance to work out your suggestions, and they worked. Although, in my version of TGE , version 1.4.2, there is no scripts directory.
Now, for two small details that I overlooked.
1. It seems that the engine prints in the top of the folder the torque logo plus the terms "tutorial.base". I am of course grateful to Garage Games for thier product, because without it, I cannot produce 3d games. So which file do I look at to delete these passages.
2. Until now, the projects have been running in "windowed mode". If I wanted to start my game in full screen mode, how do I do it?
04/04/2011 (5:20 pm)
Thanks, Paul!I just got a chance to work out your suggestions, and they worked. Although, in my version of TGE , version 1.4.2, there is no scripts directory.
Now, for two small details that I overlooked.
1. It seems that the engine prints in the top of the folder the torque logo plus the terms "tutorial.base". I am of course grateful to Garage Games for thier product, because without it, I cannot produce 3d games. So which file do I look at to delete these passages.
2. Until now, the projects have been running in "windowed mode". If I wanted to start my game in full screen mode, how do I do it?
#5
I would suggest copying the folder, giving the copy a new name and reverting any changes you have made to tutorial.base. This keeps the base scripting clean and you can compare your changes to the original more easily in case of any problems.
Right, once you've done that, edit the entry main.cs file (in the folder containing the game and mod folders) and change the $defaultGame variable to match the name of your new game folder. This will launch Torque with your game folder by default.
Now for a more difficult task. Go in to your new game folder and search each script file for "tutorial.base", without quotes, and replace it with the name of your game folder. This is to make sure you do not have any dependence on the tutorial scripting, art and assets.
Also, in "yourgamefolder/main.cs" you will find
You will find the main menu GUI in "yourgamefolder/client/ui" along with the buttons and background used by the GUI. I would suggest editing mainMenuGui.gui and removing whatever you do not need to see.
As for fullscreen, make sure the game is closed or it will revert any changes you make, open "yourgamefolder/prefs.cs" and look for the $pref::Video::fullScreen variable near the bottom. Change it from "0"; to "1"; and it will launch in fullscreen.
04/06/2011 (2:34 am)
It sounds like you are using tutorial.base as the basis of your game, since that is the only "mod" that does not have a scripts folder.I would suggest copying the folder, giving the copy a new name and reverting any changes you have made to tutorial.base. This keeps the base scripting clean and you can compare your changes to the original more easily in case of any problems.
Right, once you've done that, edit the entry main.cs file (in the folder containing the game and mod folders) and change the $defaultGame variable to match the name of your new game folder. This will launch Torque with your game folder by default.
Now for a more difficult task. Go in to your new game folder and search each script file for "tutorial.base", without quotes, and replace it with the name of your game folder. This is to make sure you do not have any dependence on the tutorial scripting, art and assets.
Also, in "yourgamefolder/main.cs" you will find
initCanvas("Torque Tutorial Base");Change the string in the quotes to whatever you want to see.You will find the main menu GUI in "yourgamefolder/client/ui" along with the buttons and background used by the GUI. I would suggest editing mainMenuGui.gui and removing whatever you do not need to see.
As for fullscreen, make sure the game is closed or it will revert any changes you make, open "yourgamefolder/prefs.cs" and look for the $pref::Video::fullScreen variable near the bottom. Change it from "0"; to "1"; and it will launch in fullscreen.
#6
I will not have a chance to try this out until Saturday however!
04/06/2011 (5:22 pm)
Thanks again, PaulI will not have a chance to try this out until Saturday however!
#7
How do I get rid of the Torque icon in the top left hand corner? although I love Garage Games to death. Without them and their engine, I couldn't do my thing? (Yeah, it would take me years reading all those C++ books and creating an engine from scratch)
On a 2nd note, I'm currently using PSPad, a pretty nifty programmers editor to script my TGE scripts. It's search and replace function is just as good as any. Do any of you know of any text editor or programmers editor to search multiple documents at once.
04/12/2011 (5:56 pm)
I apologize for being such a burden. You'd think that being a loyal game designer fanatic such as myself, I would know all these answers, but the engine has so many scripts to look at.How do I get rid of the Torque icon in the top left hand corner? although I love Garage Games to death. Without them and their engine, I couldn't do my thing? (Yeah, it would take me years reading all those C++ books and creating an engine from scratch)
On a 2nd note, I'm currently using PSPad, a pretty nifty programmers editor to script my TGE scripts. It's search and replace function is just as good as any. Do any of you know of any text editor or programmers editor to search multiple documents at once.
#8
I personally use UltraEdit, but I do know Notepad++ can also search in multiple files. I do not know if it has proper syntax highlighting for Torque, but will most likely use C#.
04/13/2011 (7:10 am)
The icon at the top left is taken from the executables actual icon. You'll need to replace torque.ico in whichever VS you use and recompile. There are other ways of doing this without recompiling, but you'll need to use a resource hacker.I personally use UltraEdit, but I do know Notepad++ can also search in multiple files. I do not know if it has proper syntax highlighting for Torque, but will most likely use C#.
Torque 3D Owner Matt Huston
Atomic Banzai Games