Torque3D
  • General
    • Welcome!
    • Features
    • Release Notes
      • Version 4.0.3
      • Version 4.0.2
      • Version 4.0.1
      • Version 4.0
      • Version 3.10.1
      • Version 3.10
      • Version 3.9
      • Version 3.8
      • Version 3.7
      • Version 3.6.2
      • Version 3.6.1
      • Version 3.6
  • Getting Started
    • Introduction
      • What's the Torque3D Engine?
    • Getting Familiar
      • Getting a Copy
        • Torque Project Manager
        • Downloading it Yourself
      • Getting Ready for Launch
        • Running Pre-Built Binaries
        • Building the Engine Yourself
      • Launching the Game
        • Opening the Example Level
        • Launching the Editors
      • Your First Game
        • Introduction To The Engine
        • The Module System
        • Creating an empty gamemode
        • Adding a Player
        • Adding a Coin
        • Adding a win-condition
        • Custom coin asset
        • Counting coins
        • Adding some effects
        • Supporting multiplayer
        • Adding a Scoreboard GUI
        • Keeping the scoreboard up-to-date
      • Deep Dive: BaseGame Directory Structure
    • Best Practices
    • Porting a Legacy Project
  • For Artists
    • Assets
      • What are Assets?
      • How to Create a New Asset
      • Working With Assets
      • Deep Dive: Creating a New Asset Type
    • Art
      • File Formats
      • 3D Art
        • Shape Specifications
        • Coordinates System
        • Mounting Shapes
        • Animation
        • Player Setup
        • Blender -> Torque3D Pipeline
      • 2D Art
        • Working with Adobe Substance
    • Animation
    • GUI
      • Loading and Initializing a GUI
      • Expanding a GUI via Script
      • How to Network GUIs
    • Materials
      • Material Mapping
      • Material Animation
    • Terrain
    • Shaders
    • Lighting
    • Audio
  • For Designers
    • Base Classes
      • SimObject
      • SimGroup
      • SceneObject
      • Scene
      • Datablocks
    • Game Classes
      • Creating an Object
      • Destroying an Object
      • Gameplay Scripting
        • Spawning an Object from Gameplay Code
    • Modules
      • What are Modules?
      • How to Create a New Module?
      • Making a Module do Things
      • Installing Existing Modules
        • Where to Get More Modules
    • Scenes and Levels
      • How to Create a New Level
      • How to Load a Level
        • Deep Dive: Level Loading Scripts
      • How to Edit Levels
        • Opening a Level in the Editor
        • Spawning Objects from the Asset Browser
        • Working with Scenes
        • Using SimGroups
        • Changing a Level's PostEffects
        • Deep Dive: LevelAsset Companion Files
    • Game Modes
      • Creating a New GameMode
      • Making a Level Use Your GameMode
      • Adding Gameplay Code to Your GameMode
    • AI
      • Navmesh
      • Objects
      • Scripting
    • Inputs
      • Inputs and Keybinds
        • ActionMap
        • Bind Functions
        • ActionMap Stack
    • Localization
    • Editors
      • Changing Editor Settings
      • World Editor
        • Scene Editor
        • ConvexShape Editor
        • Terrain Editor
        • Terrain Painter
        • Material Editor
        • Spline-Based Tools
          • Mesh Road Editor
          • River Editor
          • Decal Road Editor
        • Datablock Editor
        • Particle Editor
        • Decal Editor
        • Forest Editor
        • Navmesh Editor
        • Deep Dive: Creating Your Own Editor
        • Shape Editor
      • GUI Editor
        • Interface Details
  • For Programmers
    • Compiling the Engine
      • Setup Development Environment
        • SDK and Library Installation
        • Git
        • Cmake
        • Creating a Fork on Github
      • Create a Project
        • Creating a Project With CMake
        • Creating a Project With the Project Manager
      • Compiling
        • Compiling in Windows
        • Compiling in Linux
        • Compiling in MacOS
      • Building the Project Manager
    • Introduction
    • Code Style Guidelines
    • Expanding the Engine
      • Creating a New Object Class
      • Exposing Object Classes to Script
        • addProtectedField
      • Adding a New Library to the Engine
    • Major Components of the Engine
      • Core
        • Console
        • Platform
      • Audio
        • SFX
      • Rendering
        • GFX
        • Render Bins
      • Physics
        • Stock T3D Physics
        • Physics Wrapper
          • PhysX
          • Bullet
        • Classes
    • Rendering
    • Math
    • Networking
      • Client and Server Commands
    • Physics
    • Collision
    • Scripting
      • TorqueScript
        • What is TorqueScript?
        • Basic Syntax
        • Variables
        • Types
        • Operators
        • Control Structures
        • Functions
        • Objects
        • Module Interop
          • QueueExec
          • RegisterDatablock
          • CallOnModules
          • ModuleExec
        • API Reference
      • Other Languages
        • C-Interface
    • File Inputs/Outputs(I/O)
    • API Reference
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  1. Getting Started
  2. Getting Familiar
  3. Your First Game

The Module System

PreviousIntroduction To The EngineNextCreating an empty gamemode

Last updated 2 years ago

were introduced in Torque3D 4.0, by using modules you can easily isolate your changes in a dedicated package. Module system also gives you a nice way of load/unloading packages of scripts and distribute it for others to use.

Before we can begin writing our game scripts, we need to set up a module. The process is simple, create a new folder data/CoinCollection and inside that folder add two files.

data/CoinCollection/CoinCollection.module

<ModuleDefinition
    ModuleId="CoinCollection"
    VersionId="1"
    Description="Starter module for CoinCollection gameplay."
    scriptFile="CoinCollection"
    CreateFunction="onCreate"
    DestroyFunction="onDestroy"
    Group="Game"
    Dependencies="UI=1">
    <!-- UI dependency is needed for the Scoreboard later on -->
    <DeclaredAssets
        canSave="true"
        canSaveDynamicFields="true"
        Extension="asset.taml"
        Recurse="true" />
</ModuleDefinition>

Most of this, you don’t need to concern yourself with at this moment. It’s mainly metadata about the module. The most significant pieces right now is that the Group is set to Game, this means that it will be automatically by our main.tscript file, the game’s entrypoinnt.

Furthermore, the scriptFile, DestroyFunction and CreateFunction specify how our module is initialized. Let’s go ahead and add this file now:

data/CoinCollection/CoinCollection.tscript

/// Module life-cycle

function CoinCollection::onCreate(%this) {
}

function CoinCollection::onDestroy(%this) {
}

/// Server life-cycle

function CoinCollection::initServer(%this) {
}

function CoinCollection::onCreateGameServer(%this) {
}

function CoinCollection::onDestroyGameServer(%this) {
}

/// Client life-cycle

function CoinCollection::initClient(%this) {
}

function CoinCollection::onCreateClientConnection(%this) {
}

function CoinCollection::onDestroyClientConnection(%this) {
}

This is all the life-cycle hooks we get for our module, the Module life-cycle hooks are general for all modules, while the Server and Client life-cycle hooks are specific for Game modules.

The primary difference between the init and the on callbacks is that e.g. initServer will only be called once, whereas onCreateGameServer will be called everytime a server is started.

That is actually the basis of creating a module, the next thing we will look at is how to create a specific gamemode and tie it into a level.

Modules