Peter Simard's Resources
This resource will allow you to dump to your console the current call stack for Torque Script. This is very handy if you want to determine how a function is being called, without causing the program to break.
Author Peter Simard Date 08/25/2008 (2:20 pm) Comment 4 comments
This code will parse an integer value and return it with commas for display.
Author Peter Simard Date 04/08/2008 (9:16 pm) Comment 1 comments
When saving a datablock via a writeObject() call, the datablock will be saved with "new" insead of "datablock".
Author Peter Simard Date 01/03/2008 (5:45 pm) Comment 1 comments
One of the most CPU intensive parts of a server with high bot counts (MMORPG) is player physics. With this update, bots will not process their physics if a client controlled player is not withing scope.
Author Peter Simard Date 10/18/2007 (9:07 pm) Comment 9 comments
This resource will allow you to designate certain classes as "No Instant Group". This is useful for preventing a flood of dynamic objects being added to your mission while it is being edited.
Author Peter Simard Date 08/23/2007 (11:39 pm) Comment 1 comments
This bit of code will help solve a common problem involved in path finding: Determining if a path is available to a destination. Instead of a single ray check between the start and end points, a series of links is created between them along the ground to test the clearance.
Author Peter Simard Date 05/14/2007 (10:06 pm) Comment 1 comments
This resource will allow you to alter the play speed of specific animations. Each animation inside of your TSShapeConstructor can have a percent speed modifier applied to it. This is especially useful if you use a lot of content packs and don't have access to the source material.
Author Peter Simard Date 11/14/2006 (12:44 am) Comment 12 comments
This resource will allow you to easily mount a particle emitter node to any node on a shapebase. The position of the node will be updated to match the current position of the node every frame.
Author Peter Simard Date 08/17/2006 (7:17 pm) Comment 25 comments
A mission wide overhead map for your Torque RPG. A rotated arrow will follow the player as he traverses the mission. Points of interest can be defined at specific locations and can be given a unique title, description, bitmap, and hoverover. You can mark permanent areas such as buildings, merchants, landmarks, etc. In addition you can also use temporary POIs to mark non-permanent destinations such as quest givers/destinations, group members, and others.
Author Peter Simard Date 08/17/2006 (6:57 pm) Comment 15 comments
This resource allows you to add equipment to shapebase objects such as weapons, shields, helms, shoulder pads, jewelry, etc. It is a much more lightweight solution than using ShapeBaseImage. Equipment can have a position and rotation offset, as well as scale. Items can be mounted to any node on a shapebase.
Author Peter Simard Date 07/03/2006 (6:34 pm) Comment 38 comments
Using this, you can create an armor/clothing system like those seen in MMOs. Meshes are defined with a base texture "naked". Your armor and clothing models are then applied ontop of this. You could also apply things such as scars, tattoos, eyes, etc. Mod based off of marcs texture layer code http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=7650 There is currently a bug with it where it randomly wont work. If your player dies and respawns it will usually start working again. I am posting this resource in the hope that someone can see the problem
Author Peter Simard Date 03/01/2006 (2:58 am) Comment 14 comments
Allows you to create a dynamic texture using a sample image. This allows you to apply effects to the text (drop shadow, outlines, etc), and more importantly allows you to render the texture into the 3d world.
Author Peter Simard Date 02/23/2006 (6:51 pm) Comment 25 comments
Adds a script callback that allows you to strip color codes in a string.
Author Peter Simard Date 09/06/2005 (1:55 am) Comment 2 comments
