Where can I find full torque's script document?
by Ken · in Torque Game Builder · 06/09/2005 (7:37 pm) · 6 replies
I just learn torque. but I don't know torque's syntax. though torque's syntax is similar to c++, I find
that it is a little diffent from c++. so I want know all torque's syntax.
who can tell me where can I find full syntax ?
thanks
that it is a little diffent from c++. so I want know all torque's syntax.
who can tell me where can I find full syntax ?
thanks
#3
Unfortunatly, the Console Command references via the link TGE Console Commands Document is only accessable by TGE owners.
Where's another doc that explains the console commands, hopefully T2D specific?
-Jason
EDIT: i found something on the internet: TGE Console Commands
someone at the link posted above mentioned it.
Though it still doesnt explain what the "nocalls" option for exec() is.
07/01/2005 (11:15 am)
Argh. I need a doc that outlines the console functions (for example, i'm assuming that the "nocalls" option in exec() is so engine calls cant be made, but i dont know for sure)Unfortunatly, the Console Command references via the link TGE Console Commands Document is only accessable by TGE owners.
Where's another doc that explains the console commands, hopefully T2D specific?
-Jason
EDIT: i found something on the internet: TGE Console Commands
someone at the link posted above mentioned it.
Though it still doesnt explain what the "nocalls" option for exec() is.
#4
look for this funciton
and theres a few places where its referenced
a few others.
It seems your assumption is correct
07/01/2005 (11:36 am)
Traced the code to engine/console/compiledEval.cclook for this funciton
const char *CodeBlock::exec(U32 ip, const char *functionName, Namespace *thisNamespace, U32 argc, const char **argv, bool noCalls, StringTableEntry packageName)
and theres a few places where its referenced
case OP_FUNC_DECL:
if(!noCalls)
{
fnName = U32toSTE(code[ip]);
fnNamespace = U32toSTE(code[ip+1]);
fnPackage = U32toSTE(code[ip+2]);
bool hasBody = bool(code[ip+3]);
Namespace::unlinkPackages();
ns = Namespace::find(fnNamespace, fnPackage);
// if no body, set the IP to 0
ns->addFunction(fnName, this, hasBody ? ip : 0);
Namespace::relinkPackages();
//Con::printf("Adding function %s::%s (%d)", fnNamespace, fnName, ip);
}a few others.
It seems your assumption is correct
#5
07/05/2005 (10:56 am)
So when are we lowbie T2D EA's going to get access to the Torque Script docs?
Associate Ron Yacketta
-Ron