Torque Game EngineTorque Game Engine Documentation
Version 1.3.x

MissionMarkerData, CameraData, PathCameraData, and StaticShapeData

In this section, we'll quickly look over four separate datablocks: MissionMarkerData, CameraData, PathCameraData, and StaticShapeData. Each of these datablocks derives from ShapeBaseData, and MissionMarkerData, CameraData, and PathCameraData do not define any new fields. StaticShapeData defines only two new fields.

MissionMarkerData, as its name implies, is intended to be used in the creation of Mission Markers, and the MissionMarker class in the Torque Game Engine is used as a base from which to derive waypoints and spawn spheres. The MissionMarkerData datablock does not define any new information apart from that defined in ShapeBaseData, however.

CameraData also defines no new fields from ShapeBaseData, and is simply intended to provide basic data to objects from the Camera class in the Torque Game Engine. Likewise for PathCameraData.

StaticShapeData and the StaticShape class are used to create static .dts shapes that need the full functionality of the ShapeBase class and it's methods. Static shapes which don't need all of that functionality can be created using the TSStatic class. StaticShapeData defines two new fields in TorqueScript, which we list in the table below.

Table D.5. StaticShape Data Fields

Field NameTypeDefault ValueDescription
noIndividualDamageBooleanFalseNote: this field currently has no tangible effect in the engine's simulation.
dynamicTypeInteger0Can be used to specify a dynamic type for the shape's Type Mask. Any type mask is valid.

That's it for these simple datablock classes. In the next few sections we'll examine the VehicleData family of datablocks.