forked from Mirrors/openclonk
scenarios: some fine-tuning to clonkomotive
parent
b5a00b69af
commit
03ef09135e
|
@ -63,8 +63,8 @@ protected func InitializeMap(proplist map)
|
|||
|
||||
// Fill the middle of all the cliffs with materials.
|
||||
var cliffs_middle = {Algo = MAPALGO_And, Op = [cliffs_noborder, {Algo = MAPALGO_Rect, X = 0, Y = map.Hgt - 54, Wdt = map.Wdt, Hgt = 26}]};
|
||||
DrawMaterial("Coal", cliffs_middle, [6, 3], 12);
|
||||
DrawMaterial("Ore", cliffs_middle, [6, 3], 12);
|
||||
DrawMaterial("Coal", cliffs_middle, [6, 3], 14);
|
||||
DrawMaterial("Tunnel", cliffs_middle, [6, 6], 6);
|
||||
DrawMaterial("Firestone", cliffs_middle, [6, 3], 8);
|
||||
DrawMaterial("Rock-rock", cliffs_middle, [6, 3], 6);
|
||||
|
|
|
@ -27,4 +27,4 @@ TopOpen=1
|
|||
[Weather]
|
||||
Climate=0
|
||||
YearSpeed=0
|
||||
Wind=0,100,-100,100
|
||||
Wind=-40,60,-100,20
|
||||
|
|
|
@ -23,7 +23,7 @@ public func Initialize()
|
|||
|
||||
// Create goal: transport train to other village.
|
||||
var goal = CreateObject(Goal_LocomotiveTransport);
|
||||
goal->SetGoalRect(LandscapeWidth() - 240, FindHeight(LandscapeWidth() - 240) - 200, 240, 200);
|
||||
goal->SetGoalRect(LandscapeWidth() - 180, FindHeight(LandscapeWidth() - 240) - 200, 180, 200);
|
||||
|
||||
// Rescale map coordinates.
|
||||
var map_zoom = GetScenarioVal("MapZoom", "Landscape");
|
||||
|
@ -55,9 +55,9 @@ public func InitializePlayer(plr)
|
|||
var index = 0, crew;
|
||||
while (crew = GetCrew(plr, index))
|
||||
{
|
||||
//var x = 60;
|
||||
//var y = FindHeight(x);
|
||||
//crew->SetPosition(x, y - 12);
|
||||
var x = 60;
|
||||
var y = FindHeight(x);
|
||||
crew->SetPosition(x, y - 12);
|
||||
// First clonk can construct, others can chop.
|
||||
crew->CreateContents(Shovel);
|
||||
if (index == 0)
|
||||
|
@ -77,6 +77,10 @@ public func InitializePlayer(plr)
|
|||
GivePlayerSpecificKnowledge(plr, [WoodenBridge]);
|
||||
RemovePlayerSpecificKnowledge(plr, [WallKit]);
|
||||
|
||||
// Give the player the elementary base materials and some tools.
|
||||
GivePlayerElementaryBaseMaterial(plr);
|
||||
GivePlayerToolsBaseMaterial(plr);
|
||||
|
||||
// Take over small village at the start of the map.
|
||||
for (var structure in FindObjects(Find_Func("IsFlagpole")))
|
||||
structure->SetOwner(plr);
|
||||
|
@ -113,8 +117,8 @@ private func InitEnvironment(int map_size, int difficulty)
|
|||
Time->Init();
|
||||
Time->SetTime(60 * 12);
|
||||
Time->SetCycleSpeed(20);
|
||||
// Place stars manually to not overlap with mountain background.
|
||||
Time->PlaceStars(2400, 180);
|
||||
// Place stars manually to not overlap with mountain background and fit map size.
|
||||
Time->PlaceStars(LandscapeWidth(), 180);
|
||||
|
||||
// Add an effect which controls the rock fall in this round.
|
||||
AddEffect("ScenarioRockFall", nil, 100, 36, nil, nil, difficulty);
|
||||
|
@ -133,6 +137,7 @@ private func InitVegetation(int map_size, int difficulty)
|
|||
Tree_Deciduous->Place(30 + 10 * map_size, Rectangle(wdt / 6, 0, 4 * wdt / 6, 4 * hgt / 9));
|
||||
Tree_Coniferous2->Place(4 + 2 * map_size, Rectangle(wdt / 6, 0, 4 * wdt / 6, 4 * hgt / 9));
|
||||
Tree_Coniferous3->Place(4 + 2 * map_size, Rectangle(wdt / 6, 0, 4 * wdt / 6, 4 * hgt / 9));
|
||||
LargeCaveMushroom->Place(12 + 2 * map_size, Rectangle(wdt / 6, 4 * hgt / 9, 4 * wdt / 6, 5 * hgt / 9));
|
||||
|
||||
// Smaller vegetation.
|
||||
Grass->Place(100);
|
||||
|
@ -213,9 +218,9 @@ private func InitMaterial(int amount)
|
|||
private func InitCity()
|
||||
{
|
||||
var wdt = LandscapeWidth();
|
||||
CreateObjectAbove(WoodenCabin, wdt - 60, FindHeight(wdt - 60));
|
||||
CreateObjectAbove(WoodenCabin, wdt - 190, FindHeight(wdt - 190));
|
||||
CreateObjectAbove(Windmill, wdt - 120, FindHeight(wdt - 120));
|
||||
CreateObjectAbove(WoodenCabin, wdt - 60, FindHeight(wdt - 60))->MakeInvincible();
|
||||
CreateObjectAbove(WoodenCabin, wdt - 190, FindHeight(wdt - 190))->MakeInvincible();
|
||||
CreateObjectAbove(Windmill, wdt - 120, FindHeight(wdt - 120))->MakeInvincible();
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue