forked from Mirrors/openclonk
Scenarios: Fixed some brickedges
parent
ca1fc50b52
commit
ae0d956f4e
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@ -25,6 +25,7 @@ Crew=Clonk=1
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Sky=Clouds1
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MapWidth=60
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MapHeight=50
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MapZoom=10
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BottomOpen=1
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SkyScrollMode=1
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@ -87,7 +87,7 @@ global func PlaceEdges()
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for (var i = 0; i < GetLength(x); i++)
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{
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var gras=CreateObject(Grass, x[i], y[i], NO_OWNER);
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while(!GBackSolid(x[i],gras->GetY())) gras->SetPosition(x[i],gras->GetY()+1);
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//while(!GBackSolid(x[i],gras->GetY())) gras->SetPosition(x[i],gras->GetY()+1);
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gras->SetPosition(x[i],gras->GetY()-2+Random(2));
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gras->SetCategory(C4D_StaticBack);
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gras->DoCon(Random(25));
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Binary file not shown.
Before Width: | Height: | Size: 3.0 KiB After Width: | Height: | Size: 3.0 KiB |
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@ -13,14 +13,16 @@ protected func Initialize()
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CreateObject(Rule_KillLogs);
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// Chests with weapons.
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CreateObject(Chest, 108, 230, NO_OWNER);
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CreateObject(Chest, 108, 248, NO_OWNER);
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AddEffect("IntFillChests", nil, 100, 3 * 36, this);
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// Objects fade after 5 seconds.
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CreateObject(Rule_ObjectFade)->DoFadeTime(7 * 36);
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// Smooth brick edges.
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PlaceEdges();
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var edges = [[268,304],[60,312],[148,280],[124,256],[132,264],[140,272],[52,304],[44,296],[28,288],[260,312],[276,296],[212,200],[204,192],[196,184],[212,320]];
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for (var i = 0; i < GetLength(edges); i++)
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CreateObject(BrickEdge, edges[i][0], edges[i][1], NO_OWNER)->PermaEdge();
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//Water needs to be OK
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AddEffect("Refiller",0,100,6);
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@ -32,22 +34,6 @@ global func FxRefillerTimer(object pTarget, effect, int timer)
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for(var i=0; i<10; i++) if(!GBackLiquid(100,315)) InsertMaterial(Material("Water"),135,385);
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}
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global func PlaceEdges()
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{
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var x=[268, 61, 149, 125, 133, 141, 53, 45, 29, 260, 276, 212, 197, 212];
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var y=[300, 308, 276, 252, 260, 268, 300, 292, 284, 308, 292, 197, 181, 316];
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var d=[1, nil, nil, 0, 0, 0, 0, 0, 0, 1, 1, 3, 3, 1];
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for (var i = 0; i < GetLength(x); i++)
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{
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var edge=CreateObject(BrickEdge, x[i], y[i] + 5, NO_OWNER);
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edge->Initialize();
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edge->SetP(d[i]);
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edge->SetPosition(x[i],y[i]);
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edge->PermaEdge();
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}
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return 1;
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}
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// Gamecall from LastManStanding goal, on respawning.
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protected func OnPlayerRelaunch(int plr)
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{
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@ -74,7 +74,6 @@ global func FxMeteorsparkleTimer(obj, effect, time)
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else effect.count=0;
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if(effect.count>10) obj->Hit();
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}
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global func FxMeteorsparkleStop (obj, effect, reason, iTemp)
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{
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if(iTemp) return;
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@ -51,7 +51,7 @@ protected func Initialize()
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// Brick edges.
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var edges = [[612,640],[620,632],[628,624],[532,560],[524,552],[524,480],[516,472],[1156,568],[1164,560],[1820,448],[1828,440],[1836,432],[1844,424],[1820,368],[1796,360]];
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for(var i = 0; i < GetLength(edges); i++)
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for (var i = 0; i < GetLength(edges); i++)
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CreateObject(BrickEdge, edges[i][0], edges[i][1], NO_OWNER)->PermaEdge();
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// Dialogue options -> repeat round.
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