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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 even a function 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 disabled.
string spawnClass
 Class assigned to object when created, such as Player, or AIPlayer.
string spawnDatablock
 Predefined datablock assigned to the object when created.
string spawnProperties
 String containing ; delimited properties that are set at the time of spawning.
string spawnScript
 Command to execute when 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
 Determines the size of the sphere in which the object will spawn.

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 even a function 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 will determine the object type, such as Player, AIPlayer, etc. The spawnDataBlock will provide this specific instance of the creation with a pre-defined datablock. The really powerful feature of this clas is utilize by the spawnScript field. Through this, you can define a simple script (multiple lines) that will be executed once the object has been spawned.

Example:
new SpawnSphere(DefaultSpawnSphere)
{
   spawnClass = "Player";
   spawnDatablock = "DefaultPlayerData";
   spawnScript = "echo(\"Object Spawned\");"; // Note the escape sequence \ in front of quotes
   spawnProperties = "name = \"Bob\";lifeTotal = 3;"; // Note the escape sequence \ in front of quotes
   autoSpawn = "0";
   radius = "1";
   sphereWeight = "1";
   indoorWeight = "100";
   outdoorWeight = "100";
   dataBlock = "SpawnSphereMarker";
   position = "-0.77266 -19.882 17.8153";
   rotation = "1 0 0 0";
   scale = "1 1 1";
   canSave = "1";
   canSaveDynamicFields = "1";
};

// In the above example, the following two lines of code will execute after spawning
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
bool SpawnSphere::spawnObject ( string  additionalProps  ) 

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

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

Parameters:
additionalProps Optional set of 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 disabled.

Deprecated.

Disables rendering of all instances of this type.

Reimplemented from MissionMarker.

Disables selection of all instances of this type.

Reimplemented from MissionMarker.

Deprecated.

Determines the size of the sphere in which the object will spawn.

Class assigned to object when created, such as Player, or AIPlayer.

Predefined datablock assigned to the object when created.

String containing ; delimited properties that are set at the time of spawning.

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

Deprecated.



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