Game Development Community

Torque Script objects and functions

by Marc Dreamora Schaerer · in Torque Game Builder · 11/17/2005 (3:52 am) · 5 replies

I'm having a quite hard time to figure out what torque script functions there are or how to make my own ones for new objects because the whole part of this stuff seems to be inexistant on the TDN (a notice that XY is working on it does not help :( ).

Are there any usefull ressources that cover this topic where I can find a command reference and other things?

*tried search functionality of this board but not with much success that didn't lead to Torque License needed pages*

#1
11/17/2005 (5:48 am)
Hi Marc.
For a quick reference list of functions, type this command in the console:

dumpConsoleFunctions();

If you want to create new functions, search in the c++ code for "ConsoleFunction".
Every function available in TorqueScript is implemented this way.

Bye,
Jacopo
#2
11/18/2005 (12:23 am)
Thank you Jacopo.
Will try it.
#3
11/18/2005 (7:54 am)
For me the only solution sometimes is look for the name on the function
in the C++ code, this way I have "discovered" very useful functions
and the code is well commented any way.
Just my 2cents.
#4
11/18/2005 (8:03 am)
Reading the sources is what I do anyway but it is quite hard if you are only looking if an object has the function you want.
Especially as I just started using Torque and the whole code organisation and inner working isn't that intuitive ...

thats why I thought asking for something like a Torque Script Object / function reference might be a good idea until I understand the inner working good enough.
#5
11/18/2005 (10:54 am)
If you can afford the book "game programming all in one"
has an useful appendix in torquescript BUT it doesn't have anything
in T2D ONLY TGE.

My primary sources of information are:

- asking and searching the forums
- the official Reference Guide
- the code of the demos
- the C++ source (if you want to know if a class has or not a
method is simple, just look the header of the class: fxParticleEffect2D.h, etc, etc,)
and take account of the inheritance relationships.