add scorches to Decoration.ocd

shapetextures
Maikel de Vries 2015-10-11 12:11:49 +02:00
parent fd4e7c120e
commit 56d228b6e4
1 changed files with 42 additions and 0 deletions

View File

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// Scorches which can placed on buildings to indicate the an attack has taken place.
// Add the scorch by object->AddScorch() with local coordinates.
// Adds a scorch to an object, x and y are local coordinates and r is the rotation.
// Strength determines the amount of smoke and duration if not nil the length of the effect.
global func AddScorch(int x, int y, int r, int strength, int duration)
{
// Safety and create the scorch.
if (!this)
return;
var scorch = CreateObject(Wood, x, y, NO_OWNER);
if (!scorch)
return;
if (strength == nil)
strength = 50;
// Change wood properties such that it acts as a scorch.
scorch->SetObjectLayer(scorch);
scorch->SetR(r);
scorch->SetClrModulation(0x80804000);
scorch->SetCategory(C4D_StaticBack);
scorch.Collectible = false;
scorch.Plane = this.Plane + 1;
// Add an effect for creating smoke.
var fx = AddEffect("FireScorching", scorch, 1, 2, scorch);
fx.strength = strength;
fx.duration = duration;
return scorch;
}
global func FxFireScorchingTimer(object target, proplist effect, int time)
{
if (effect.duration != nil && time >= effect.duration)
{
RemoveObject();
return FX_Execute_Kill;
}
// Create smoke particles which move with the wind.
var wind = BoundBy(GetWind(), -5, 5);
CreateParticle("SmokeDirty", PV_Random(-5, 5), PV_Random(-5, 5), wind, -effect.strength/8, PV_Random(20, 40), Particles_SmokeTrail(), 2);
CreateParticle("Smoke", PV_Random(-2, 2), PV_Random(-2, 2), 0, 0, PV_Random(20, 40), Particles_Smoke(), 1);
return FX_OK;
}