Plan for Tra'Hari Vandaette
by Tra · 02/06/2003 (7:31 pm) · 2 comments
So, I've learned how, shall we say, different TorqueScript is from C++ in terms of class instantiation. At first, I thought LabRat was just being obtuse for some reason or another when he told me that [a] he never makes blank objects, and [b] that you need to declare member functions every time you create an object. The idea of wrapping it in a function seemed absurd at the time, but it's looking like that's in the list of solutions.
Another is something I'm going to try with adding the field "class = Node" in the "datablock GameBaseData( NodeData)" declaration and see if maybe I can define the member functions associated with Node thereafter. In theory, that would let me associate Node member functions with the Node class, without actually having to instantiate a class of type Node.
Unfortunately, I've been playing so much with the project in messing around with C++ code, .cs scripts, and the installation of TGEPython that I needed to wipe it all and update from CVS.
So, so we shall see how my workarounds go. I should definitely write up a tutorial explaining a lot of this. I gotta say, though, it would definitely be geared towards people with programming experience, as I don't want to explain the basics of scripting, programming, and TorqueScript all at once. There's defintely a need for this sort of thing, as I see it, and so it might come along when I have the free time (unlikely that I'll have any soon, though).
Another is something I'm going to try with adding the field "class = Node" in the "datablock GameBaseData( NodeData)" declaration and see if maybe I can define the member functions associated with Node thereafter. In theory, that would let me associate Node member functions with the Node class, without actually having to instantiate a class of type Node.
Unfortunately, I've been playing so much with the project in messing around with C++ code, .cs scripts, and the installation of TGEPython that I needed to wipe it all and update from CVS.
So, so we shall see how my workarounds go. I should definitely write up a tutorial explaining a lot of this. I gotta say, though, it would definitely be geared towards people with programming experience, as I don't want to explain the basics of scripting, programming, and TorqueScript all at once. There's defintely a need for this sort of thing, as I see it, and so it might come along when I have the free time (unlikely that I'll have any soon, though).
#2
Corvidae: I've got a rough tutorial up right now:
http://bork.hampshire.edu/~trahari/torquescripting.html
I haven't touched it in a little while, but you're more than welcome to make changes and all that. I imagine I'll come back to it some more when I'm done.
I submitted it as a resource shortly after I decided it was in a vaguely presentable state, but it looks like it hasn't made it? I dunno.
03/02/2003 (4:05 pm)
Eep. I guess I should be checking this business more often.Corvidae: I've got a rough tutorial up right now:
http://bork.hampshire.edu/~trahari/torquescripting.html
I haven't touched it in a little while, but you're more than welcome to make changes and all that. I imagine I'll come back to it some more when I'm done.
I submitted it as a resource shortly after I decided it was in a vaguely presentable state, but it looks like it hasn't made it? I dunno.

Torque Owner James \"Corvidae\" Williams