Allows you to mount a vehicle with a key press. I used 1.5 to test.
Author mb Date 12/14/2006 (3:01 pm) Comment 11 comments
Basic shader templates to build on from scratch.
Author Entr0py Date 12/14/2006 (2:59 pm) Comment 2 comments
This is a very basic explanation of using the Starter.FPS features to place and light a lantern using particle emitters.
Author Infinitum3D Date 12/08/2006 (10:30 am) Comment 6 comments
This resource allows you to adjust the transparency level of an object in a client side only. The transparency affects the presentation only and has no tangible effect on the simulation. The object can still interact with its evironment. This effect can be used to allow your player see things that other players cant, or make an invisibility spell where other players wont see your units while you still can see them or create a powerful illusion where only the affected players see a monster coming while other players wonder why he is still running and attacking the air.
Author Guimo Date 12/08/2006 (10:30 am) Comment 10 comments
This resource explains how to expose a GUI control color modulation. Color modulation can be used for many effects like controlling GUI opacity levels for fade in-out, adjusting the GUI color for teams in an RTS or flash the screen when your player is hit in a FPS. Example is given for a bitmap control but concept can be applied to any GUI control.
Author Guimo Date 12/08/2006 (10:29 am) Comment 7 comments
This resource adds support for a slew of ODE Physics objects to Torque.
Author Gary "ChunkyKs" Briggs Date 12/08/2006 (10:29 am) Comment 106 comments
ChatCommands, functions that can be accessed in game by chat messages. useful and fun ways to torment people or improve your game.
Author John Smith \"ElectricSun\" Date 12/02/2006 (3:41 pm) Comment 4 comments
This adds player classes and a selection menu to the Teams Implementation resource. Also adds spawn delays after choosing your classes. There 5 classes for each team and each class can have its own models, weapons, ammo, etc... <NOTE: the .rtf file explains the code in more detail if you need it.>
Author mb Date 11/30/2006 (1:21 pm) Comment 44 comments
Scripting gloabals for easy access in fuctions
Author Rick Kelley Date 11/30/2006 (1:21 pm) Comment 4 comments
See http://tdn.garagegames.com/wiki/GUI/Profiles/ControlList However, as of Torque 1.5, it appears that you can only have ONE GuiConsoleTextCtrl as the value is evaluated in the engine and always returned in the same memory location. See GuiConsoleTextCtrl::onPreRender(). This means if you create more than one GuiConsoleTextCtrl, they will all show the same value. This resource fixes that by giving each instance it's only copy of the evaluated string.
Author cabal_danien Date 11/30/2006 (1:20 pm) Comment 1 comments




