Michael Hall's Resources
Fun with the Mission Area: showing how to use Mission Area callbacks to punish the player, and optionally to provide an out-of-bounds warning.
Author Michael Hall Date 08/04/2011 (3:32 pm) Comment 3 comments
A quick and simple onscreen directional hit indicator to let the player know the general direction a damaging shot came from.
Author Michael Hall Date 07/21/2011 (2:22 pm) Comment 3 comments
By default the ControlsHelpDlg is always displayed when a player is dropped into a game - this is annoying behavior for me, so lets only show it the first time a user runs the game.
Author Michael Hall Date 06/27/2011 (1:07 pm) Comment 1 comments
An example implementation of an "About" box and how to create a built-in Help system or Game Manual. This is Part 3.
Author Michael Hall Date 06/02/2011 (9:21 am) Comment 4 comments
An example implementation of an "About" box and how to create a built-in Help system or Game Manual. This is Part 2.
Author Michael Hall Date 06/02/2011 (9:16 am) Comment 0 comments
An example implementation of an "About" box and how to create a built-in Help system or Game Manual. This is Part 1.
Author Michael Hall Date 06/02/2011 (8:49 am) Comment 1 comments
How to blow things up! Creating simple destroyables using Torque's built in damageState system. This time we move our damage control functions out of the BouncingBoulder prototype to that of a class namespace.
Author Michael Hall Date 05/14/2011 (8:46 am) Comment 3 comments
How to blow things up! Creating simple destroyables using Torque's built in damageState system. This time we look at playing a sound as an object is struck.
Author Michael Hall Date 05/12/2011 (12:19 pm) Comment 0 comments
How to blow things up! Creating simple destroyables using Torque's built in damageState system. This time we look at adding some particle effects when an object is struck.
Author Michael Hall Date 05/11/2011 (2:58 pm) Comment 2 comments
How to blow things up! Creating simple destroyables using Torque's built in damageState system. This time we look at using a Debris object to simulate our boulder being broken into fragments when it is destroyed.
Author Michael Hall Date 04/10/2011 (7:50 pm) Comment 5 comments
How to blow things up! Creating simple destroyables using Torque's built in damageState system. Applicable to TGE, TGEa, and Torque 3D - no source required.
Author Michael Hall Date 04/05/2011 (3:10 pm) Comment 22 comments
Updated playDeathAnimation() script method that picks a death animation based upon damage location and/or damage type. Works for TGE, TGEa, and Torque 3D.
Author Michael Hall Date 09/08/2010 (10:05 am) Comment 9 comments
A simple replacement game.cs script file that restores the old simple game/server/client GameConnection class management found in previous versions of Torque. In short: removes the unused gametype management.
Author Michael Hall Date 08/21/2010 (8:54 am) Comment 8 comments
An new GUI Control to display a player's health or energy as a numerical value rather than as a bar.
Author Michael Hall Date 08/06/2010 (8:50 pm) Comment 7 comments













