TORQUE ENGINE OVERVIEW THE MOST DIFFICULT PART OF

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CHAPTER 11 TORQUE EXERCISE 64 PAGE 153 1 DETERMINE

Torque Engine overview

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MissionCleanup.add(%player);


There are two important things to note about the above code. The first is that the an object id of %player is output and the second that the %player object is added to a “group” called missionCleanup. For the moment we will just say that adding things to this group allows the server to delete them at when the server changes mission, etc.


Object Properties and Functions

Object properties and functions are abilities that only relate to that class of object and its

children.


function Player::isBla(%this)

{

%this.bla = 8;

echo(“player object is ”,%this,” and walkspeed = “,%this.walkspeed);

}


The example above shows us the basic structure of an object function, how to set object properties and how to return object property values. This function could be called by doing the following

%this = 1234;

%this.isBla();

The value of %this would get passed into the expression as the first variable


Player Object Basics

One of the most confusing aspect of the TGE script language for any new scripter to grasp is the concept of players, clients and playerdata. It is very important to recognize the distinction between these three objects.


The typical code when creating a player looks like this

function GameConnection::createPlayer(%this, %spawnPoint)

{

%player = new Player() {

dataBlock = NewPlayerData;

client = %this;

};

MissionCleanup.add(%player);

%this.player = %player;

}


In the function above, %this is the client id and when a player is created there are two properties set. One in the client object and one in the player object so that you can reference the other if you have one of them.

%player.client = %this;

%this.player = %player;



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