Forums Index >> Modding >> Help for New Scriptors: list of variables!



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Well, I figure we can get more scriptors in the TT comunnitie by making a list of variables, and telling their function! (Sub-varialbles included!):

Thursday, August 25, 2005 at 12:41:21 PM

Learn to script series? Chapter 4 has one list like the one you want... And variables are temporary per function.. So we can say %client is the CADD, but someone can make %client = "PIECE OF BOLONI SANDWICH"; so it wouldnt be the CADD :)


Friday, August 26, 2005 at 2:59:13 AM

No, I'm trying to say is that I got a few emails from my freinds and wheren't sure about variables and arrays. Again, I'm being very vauge. Make a discriptiona of variables (like expamples). I figure it might not just be usefull for my freinds, but dfor other new scriptors out there!
They don't really understand the context the variable should be in, and when I try to exxplain, they get really confused, so I figure that other people could probabl teach them better! Trust me I understand variables and arrays, their E Z.

~CS~
I'm going to leave the names of my freinds annonimus, I'm not sure they want people to know who they are.

Friday, August 26, 2005 at 8:14:20 AM

All global preference variables associated with the torque game engine as a whole:

$AnisotropySupported

$Audio::numActiveLoopingStreams

$Audio::numActiveStreams

$Audio::numCulledLoopingStreams

$Audio::numInactiveLoopingStreams

$Audio::numLoopingStreams

$Audio::numNullActiveStreams

$Audio::numOpenHandles

$Audio::numOpenLoopingHandles

$Camera::movementSpeed
Speed of movement for a free-flying camera.

$Client::MissionFile
Name of the current mission file; used when creating a name for the lighting (.ml) file.

$Collision::boxSize

$Collision::depthRender

$Collision::depthSort

$Collision::renderAlways

$Collision::testClippedPolyList

$Collision::testDepthSortList

$Collision::testExtrudedPolyList

$Collision::testPolytope

$Con::Prompt
Console prompt character(s).

$Con::WindowTitle, win32 and mac only
Console window title.

$DamageType::Ground

$DamageType::Impact

$DamageType::Water

$DbgSetCursorWatch

$Demo::playbackTime

$DisableSystemProfiling, win32 and mac only

$DocRoot

$EventModifier::ALT
$EventModifier::CTRL
$EventModifier::LALT
$EventModifier::LCTRL
$EventModifier::LSHIFT
$EventModifier::RALT
$EventModifier::RCTRL
$EventModifier::RSHIFT
$EventModifier::SHIFT

$FP::DisableAsserts

$FogCoordSupported

$GUI::clipboardFile

$GUI::fontCacheDirectory

$Game::argc
Count of command-line arguments, including the app name.

$Game::argv array, indices 0 through $Game::argc-1
Command-line arguments.

$GameBase::boundingBox
Enable/disable bounding boxes display for debugging.

$InspectingObject

$Inspector

$Interior::DontRestrictOutside

$Interior::insideDistanceFalloff

$Item::maxLatencyTicks

$Item::maxWarpTicks

$Item::minWarpTicks

$MasterServerAddress

$ModRoot

$OpenGL::primCount array, indices 0 through 3, win32 only

$OpenGL::triCount array, indices 0 through 3, win32 only

$PalettedTextureSupported

$Player::maxLatencyTicks

$Player::maxPredictionTicks

$Player::maxWarpTicks

$Player::minWarpTicks

$PlayingOnline, win32 and unix only

$Pref::Audio::ForceMaxDistanceUpdate
May have something to do with detecting if the cutoff distance changes for sounds; however, currently this variable is ignored. (Engine code that would link to this is commented out.)

$Pref::Client::ServerFavoriteCount
Number of favorite servers.

$Pref::Client::ServerFavorite array, indices 0 through $Pref::Client::ServerFavoriteCount-1
Favorite server name, followed by tab, followed by server address:port.

$Pref::CloudOutline
Whether to outline the clouds.

$Pref::CloudsOn
Enable/disable cloud layers.

$Pref::Decal::DecalTimeout
Decal lifetime in milliseconds.

$Pref::Decal::MaxNumDecals
Maximum number of decals.

$Pref::DecalsOn
Whether to add decals.

$Pref::Editor::VisibleDistance
Visible distance when the editor is active.

$Pref::EnvironmentMaps
Enable/disable environment mapping effects on objects.

$Pref::Input::Joystickx::Axis array, x is device ID, indices 0 through numAxes-1, unix only

$Pref::Input::JoystickEnabled, win32 and unix only
Enable/disable joystick input.

$Pref::Input::KeyboardEnabled, win32 and unix only
Enable/disable keyboard input.

$Pref::Input::MouseEnabled, win32 and unix only
Enable/disable mouse input.

$Pref::Interior::DetailAdjust
Adjust the structure's calculated visible size before selecting level of detail (from 0.3 to 1.0).

$Pref::Interior::DynamicLights
Enable/disable rendering of dynamic lights on structures.

$Pref::Interior::LightUpdatePeriod
Milliseconds between lighting recalculation for structures.

$Pref::Interior::LockArrays
Enable/disable compiled vertex arrays optimization (if supported).

$Pref::Interior::ShowEnvironmentMaps
Enable/disable environment mapping effects on structures.

$Pref::Interior::TexturedFog
Enable/disable textured fog in structures (if supported).

$Pref::Interior::VertexLighting
Enable/disable vertex lighting (instead of lightmaps).

$Pref::Master array, indices 0 through 9
Master server region number followed by colon followed by master server address:port.

$Pref::Net::BindAddress
IP address to bind the server port to, if more than one is available.

$Pref::Net::LagThreshold
Ping time above which GameConnection::setLagIcon is called for a client.

$Pref::Net::PacketRateToClient
$Pref::Net::PacketRateToServer
Rate controls for client/server communication; ranges of 1-32 and 8-32 respectively.

$Pref::Net::PacketSize
Initial size in bytes of the comm buffer (may be enlarged if necessary); range 100-450.

$Pref::Net::RegionMask
Region number used to select master server.

$Pref::NumCloudLayers
Number of cloud layers to render.

$Pref::OpenGL::AllowCompression

$Pref::OpenGL::AllowTexGen

$Pref::OpenGL::Anisotropy

$Pref::OpenGL::DisableARBMultitexture

$Pref::OpenGL::DisableARBTextureCompression

$Pref::OpenGL::DisableEXTCompiledVertexArray

$Pref::OpenGL::DisableEXTFogCoord, win32 only

$Pref::OpenGL::DisableEXTPalettedTexture

$Pref::OpenGL::DisableEXTTexEnvCombine

$Pref::OpenGL::DisableSubImage

$Pref::OpenGL::Force16BitTexture

$Pref::OpenGL::ForcePalettedTexture

$Pref::OpenGL::GammaCorrection

$Pref::OpenGL::InteriorMipReduction, win32 only

$Pref::OpenGL::LightingAmbientColor

$Pref::OpenGL::MaterialAmbientColor

$Pref::OpenGL::MaterialDiffuseColor

$Pref::OpenGL::MaxHardwareLights

$Pref::OpenGL::MipReduction, win32 only

$Pref::OpenGL::NPatch

$Pref::OpenGL::NPatchLevel

$Pref::OpenGL::NoDrawArraysAlpha

$Pref::OpenGL::NoEnvColor

$Pref::OpenGL::NumFSAASamples, mac only

$Pref::OpenGL::SkyMipReduction, win32 only

$Pref::OpenGL::TextureAnisotropy

$Pref::OpenGL::TextureTrilinear

$Pref::Player::RenderMyItems
Enable/disable drawing images mounted on the client's player.

$Pref::Player::RenderMyPlayer
Enable/disable rendering the client's own player object.

$Pref::PrecipitationOn
Enable/disable precipitation.

$Pref::PrePause
Enable/disable motion of precipitation.

$Pref::SceneLighting::CacheLighting

$Pref::SceneLighting::CacheSize

$Pref::SceneLighting::PurgeMethod

$Pref::SceneLighting::TerrainAllowLexelSplits

$Pref::SceneLighting::TerrainGenerateLevel

$Pref::Server::Info
String describing the server, provided to queries.

$Pref::Server::MaxPlayers
Maximum number of clients that can connect to the server.

$Pref::Server::Name
Name of server, provided to queries.

$Pref::Server::Password
Password for server access.

$Pref::Server::RegionMask
Bitfield specifying which region(s) the server belongs to... Region numbering scheme unknown?

$Pref::Shadows

$Pref::SkyOn

$Pref::Terrain::DynamicLights

$Pref::Terrain::EnableDetails

$Pref::Terrain::NPatch

$Pref::Terrain::NPatchLevel

$Pref::Terrain::ScreenError

$Pref::Terrain::TexDetail

$Pref::Terrain::TextureCacheSize

$Pref::TradeshowDemo

$Pref::TS::AutoDetail

$Pref::TS::DetailAdjust

$Pref::TS::FogTexture

$Pref::TS::ScreenError

$Pref::TS::SkipFirstFog

$Pref::TS::SkipLoadDLs

$Pref::TS::SkipRenderDLs

$Pref::Video::AllowD3D

$Pref::Video::AllowOpenGL

$Pref::Video::AppliedPref

$Pref::Video::ClipHigh

$Pref::Video::DefaultsRenderer, win32 and mac only

$Pref::Video::DefaultsVendor, win32 and mac only

$Pref::Video::DeleteContext, win32 and mac only

$Pref::Video::DisableVerticalSync

$Pref::Video::DisplayDevice

$Pref::Video::FullScreen
Select fullscreen or windowed display.

$Pref::Video::MonitorNum, mac only

$Pref::Video::Only16

$Pref::Video::PreferOpenGL

$Pref::Video::ProfiledRenderer, win32 and mac only

$Pref::Video::ProfiledVendor, win32 and mac only

$Pref::Video::Resolution

$Pref::Video::SafeModeOn, win32 and mac only

$Pref::Video::WindowedRes, mac only

$Pref::VisibleDistanceMod

$SB::DFDec

$SB::WODec

$SceneLighting::lightingProgress

$SceneLighting::terminateLighting

$ScriptError

$Server::BotCount

$Server::Dedicated
Whether the server is a dedicated server or also moonlighting as its own client.

$Server::GameType
The name of your product or project.

$Server::GuidList

$Server::MissionName
The name of the current environment.

$Server::MissionType
The name of the style of gameplay currently in use.

$Server::PlayerCount
The number of clients currently connected.

$Server::ServerType
"SinglePlayer" or "MultiPlayer".

$ServerInfo::Address
$ServerInfo::BotCount
$ServerInfo::CPUSpeed
$ServerInfo::Dedicated
$ServerInfo::Favorite
$ServerInfo::GameType
$ServerInfo::Info
$ServerInfo::MaxPlayers
$ServerInfo::MissionName
$ServerInfo::MissionType
$ServerInfo::Name
$ServerInfo::Password
$ServerInfo::Ping
$ServerInfo::PlayerCount
$ServerInfo::State
$ServerInfo::Status
$ServerInfo::Version
Info returned from a server query.

$Sim::Time
Value from free-running milliseconds timer.

$SwapIntervalSupported

$T2::FogRejections

$T2::dynamicTextureCount

$T2::fullMipCount

$T2::levelZeroCount

$T2::renderOutline

$T2::staticTSU

$T2::staticTextureCount

$T2::textureSpaceUsed

$T2::unusedTextureCount

$TSControl::frameCount

$TextureCompressionSupported

$ThisControl

$TypeMasks::CameraObjectType
$TypeMasks::CorpseObjectType
$TypeMasks::DamagableItemObjectType
$TypeMasks::DebrisObjectType
$TypeMasks::EnvironmentObjectType
$TypeMasks::ExplosionObjectType
$TypeMasks::ForceFieldObjectType
$TypeMasks::GameBaseObjectType
$TypeMasks::GoalObjectType
$TypeMasks::GuiControlObjectType
$TypeMasks::InteriorObjectType
$TypeMasks::ItemObjectType
$TypeMasks::MarkerObjectType
$TypeMasks::PhysicalZoneObjectType
$TypeMasks::PlayerObjectType
$TypeMasks::ProjectileObjectType
$TypeMasks::ShapeBaseObjectType
$TypeMasks::StaticObjectType
$TypeMasks::StaticRenderedObjectType
$TypeMasks::StaticShapeObjectType
$TypeMasks::StaticTSObjectType
$TypeMasks::TerrainObjectType
$TypeMasks::TriggerObjectType
$TypeMasks::VehicleBlockerObjectType
$TypeMasks::VehicleObjectType
$TypeMasks::WaterObjectType
Values used in the bitflags returned by obj.getType().

$Video::numTexelsLoaded

$Video::texResidentPercentage

$Video::textureCacheMisses

$cameraFov

$dbgResult

$enableDirectInput, win32 only

$farDistance

$firstPerson

$fps::real

$fps::realTotal

$fps::virtual

$fps::virtualTotal

$frameSkip

$instantGroup
The group that game objects will be added to when created, unless they are created inside the creation statement of some SimGroup or SimSet.

$maxTerrPoints

$movementSpeed

$mvBackwardAction

$mvDownAction

$mvForwardAction

$mvFreeLook

$mvLeftAction

$mvMouseRoll

$mvPitch

$mvPitchDownSpeed

$mvPitchUpSpeed

$mvRightAction

$mvRoll

$mvRollLeftSpeed

$mvRollRightSpeed

$mvTriggerCount array, indices 0 through MaxTriggerKeys-1

$mvUpAction

$mvYaw

$mvYawLeftSpeed

$mvYawRightSpeed

$onSetWatch

$only

$platform

$platformUnixType, unix only

$screenSize

$showAutoDetail

$showBackwardAction

$showDownAction

$showForwardAction

$showLeftAction

$showMovementSpeed

$showPitch

$showRightAction

$showTransition

$showTransitionDuration

$showTransitionSynched

$showTransitionTargetPlay

$showUpAction

$showYaw

$specialFog

$terrainTestBmp

$timeAdvance

$timeScale

Friday, August 26, 2005 at 12:53:57 PM

Well, that will be very helpfull to newcomeing scriptors!

Friday, August 26, 2005 at 3:18:36 PM

Lol that helped me make my new script!

Saturday, August 27, 2005 at 10:23:22 PM

Thats for TGE, many of those might not work on TT or if they work, not correctly


Sunday, August 28, 2005 at 8:31:03 AM

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