Torque3D/Templates/BaseGame/game/data/ExampleModule
JeffR c5ae9af0ae Core now spawns a ControlObject directly, with callbacks allowing overriding of values to control what spawns (and what occurs afterwards) to tie several tracking variables to a given client connection.
By default this list of variables would be:
%this.spawnClass = "Camera";
%this.spawnDBType = "CameraData";
%this.spawnDataBlock = "Observer";
%this.playerSpawnGroups = "PlayerSpawnPoints PlayerDropPoints";
%this.spawnPoint = "";
%this.spawnLocation = "0 0 0";

Also adds several callbacks so that these values can be overridden by modules and gamemodes, kicked off from the %client.spawnControlObject(); command :
callOnModules("setSpawnObjectType", "Game", %this);
callGamemodeFunction("setSpawnObjectType", %this);

callOnModules("setSpawnPoint", "Game", %this);
callGamemodeFunction("setSpawnPoint", %this);

callOnModules("onPostSpawn", "Game", %this);
callGamemodeFunction("onPostSpawn", %this);

This is to ensure that a game mode can supersede modules, but even modules can dictate spawn behaviors for minimalist implementations and drop-in interop support
2024-12-21 02:11:35 -06:00
..
levels Updates DecalRoad, MeshRoad and River to be able to write out via persistManager using specialityField functions, similar to ConvexShape 2024-12-15 23:48:16 -06:00
scripts Core now spawns a ControlObject directly, with callbacks allowing overriding of values to control what spawns (and what occurs afterwards) to tie several tracking variables to a given client connection. 2024-12-21 02:11:35 -06:00
ExampleModule.module Cleans up the ExampleModule to have up-to-date examples of module init'ing, game modes, levels and basic input logic 2022-05-31 00:26:20 -05:00
ExampleModule.tscript Reorganized the exec's for datablocks in module template file to be within the start/stop blocks 2024-09-01 23:26:10 -05:00