Added simple testing scenario for permeable solid masks.

In there, it's also activated for basements and bridges.
objectmenu
Clonkonaut 2016-01-20 19:17:45 +01:00
parent 711df05e1a
commit 7538a5bd12
7 changed files with 70 additions and 0 deletions

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/* Automatically created objects file */
func InitializeObjects()
{
CreateObject(Rule_NoPowerNeed);
CreateObject(Basement, 111, 124);
CreateObject(Basement, 112, 210);
CreateObject(Basement, 111, 282);
var WoodenBridge001 = CreateObjectAbove(WoodenBridge, 103, 388);
WoodenBridge001->SetCategory(C4D_StaticBack);
var WoodenBridge002 = CreateObjectAbove(WoodenBridge, 261, 535);
WoodenBridge002->SetCategory(C4D_StaticBack);
CreateObjectAbove(Elevator, 244, 119);
CreateObjectAbove(Elevator, 496, 225);
var Lorry001 = CreateObject(Lorry, 159, 111);
Lorry001->SetR(-17);
CreateObjectAbove(Lorry, 480, 222);
var Lorry002 = CreateObject(Lorry, 305, 215);
Lorry002->SetR(24);
return true;
}

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[Head]
Icon=15
Title=Clonko Test
Version=7
Difficulty=10
NoInitialize=true
[Player1]
Knowledge=Elevator=1
[Player2]
Crew=Clonk=2
[Player3]
Crew=Clonk=2
[Player4]
Crew=Clonk=2
[Landscape]
Sky=Clouds2
MapWidth=100,0,64,10000
MapHeight=75,0,40,10000
[Weather]
Climate=0,10,0,100
YearSpeed=0,0,0,100
Wind=0,100,-100,100

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func InitializePlayer(int plr)
{
GetCrew(plr)->CreateContents(Shovel);
for (var elev in FindObjects(Find_ID(Elevator)))
elev->CreateShaft(400);
}

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#appendto Basement
#appendto WoodenBridge
protected func Initialize()
{
_inherited();
SetHalfVehicleSolidMask(true);
}

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[Teams]
Active=false
Custom=false
AllowHostilityChange=true