Scenarios: Fixed some brickedges

Maikel de Vries 2011-09-02 22:32:06 +02:00
parent ca1fc50b52
commit ae0d956f4e
6 changed files with 7 additions and 21 deletions

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@ -25,6 +25,7 @@ Crew=Clonk=1
Sky=Clouds1
MapWidth=60
MapHeight=50
MapZoom=10
BottomOpen=1
SkyScrollMode=1

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@ -87,7 +87,7 @@ global func PlaceEdges()
for (var i = 0; i < GetLength(x); i++)
{
var gras=CreateObject(Grass, x[i], y[i], NO_OWNER);
while(!GBackSolid(x[i],gras->GetY())) gras->SetPosition(x[i],gras->GetY()+1);
//while(!GBackSolid(x[i],gras->GetY())) gras->SetPosition(x[i],gras->GetY()+1);
gras->SetPosition(x[i],gras->GetY()-2+Random(2));
gras->SetCategory(C4D_StaticBack);
gras->DoCon(Random(25));

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@ -13,14 +13,16 @@ protected func Initialize()
CreateObject(Rule_KillLogs);
// Chests with weapons.
CreateObject(Chest, 108, 230, NO_OWNER);
CreateObject(Chest, 108, 248, NO_OWNER);
AddEffect("IntFillChests", nil, 100, 3 * 36, this);
// Objects fade after 5 seconds.
CreateObject(Rule_ObjectFade)->DoFadeTime(7 * 36);
// Smooth brick edges.
PlaceEdges();
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]];
for (var i = 0; i < GetLength(edges); i++)
CreateObject(BrickEdge, edges[i][0], edges[i][1], NO_OWNER)->PermaEdge();
//Water needs to be OK
AddEffect("Refiller",0,100,6);
@ -32,22 +34,6 @@ global func FxRefillerTimer(object pTarget, effect, int timer)
for(var i=0; i<10; i++) if(!GBackLiquid(100,315)) InsertMaterial(Material("Water"),135,385);
}
global func PlaceEdges()
{
var x=[268, 61, 149, 125, 133, 141, 53, 45, 29, 260, 276, 212, 197, 212];
var y=[300, 308, 276, 252, 260, 268, 300, 292, 284, 308, 292, 197, 181, 316];
var d=[1, nil, nil, 0, 0, 0, 0, 0, 0, 1, 1, 3, 3, 1];
for (var i = 0; i < GetLength(x); i++)
{
var edge=CreateObject(BrickEdge, x[i], y[i] + 5, NO_OWNER);
edge->Initialize();
edge->SetP(d[i]);
edge->SetPosition(x[i],y[i]);
edge->PermaEdge();
}
return 1;
}
// Gamecall from LastManStanding goal, on respawning.
protected func OnPlayerRelaunch(int plr)
{

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@ -74,7 +74,6 @@ global func FxMeteorsparkleTimer(obj, effect, time)
else effect.count=0;
if(effect.count>10) obj->Hit();
}
global func FxMeteorsparkleStop (obj, effect, reason, iTemp)
{
if(iTemp) return;

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@ -51,7 +51,7 @@ protected func Initialize()
// Brick edges.
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]];
for(var i = 0; i < GetLength(edges); i++)
for (var i = 0; i < GetLength(edges); i++)
CreateObject(BrickEdge, edges[i][0], edges[i][1], NO_OWNER)->PermaEdge();
// Dialogue options -> repeat round.