Objects: Added a waterfall and drain

stable-5.3
Maikel de Vries 2012-11-03 22:07:14 +01:00
parent 9c73e68871
commit ff47339e80
11 changed files with 168 additions and 8 deletions

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@ -19,17 +19,47 @@ protected func Initialize()
// Objects fade after 5 seconds.
CreateObject(Rule_ObjectFade)->DoFadeTime(7 * 36);
// Some decoration trunks ranks and a waterfall.
var trunk = CreateObject(Trunk, 76, 324);
trunk->SetR(60); trunk.Plane = 510;
trunk.MeshTransformation = [-731, 0, 682, 0, 0, 1000, 0, 0, -682, 0, -731, 0];
trunk = CreateObject(Trunk, 123, 68);
trunk->SetR(115); trunk.Plane = 510;
trunk.MeshTransformation = [469, 0, 883, 0, 0, 1000, 0, 0, -883, 0, 469, 0];
trunk = CreateObject(Trunk, 172, 134);
trunk->SetR(-110); trunk.Plane = 510;
trunk.MeshTransformation = [-545, 0, -839, 0, 0, 1000, 0, 0, 839, 0, -545, 0];
var waterfall;
waterfall = CreateWaterfall(130, 53, 2, "Water");
waterfall->SetDirection(4, 0, 3, 6);
waterfall = CreateWaterfall(144, 50, 8, "Water");
waterfall->SetDirection(6, 0, 5, 6);
CreateLiquidDrain(100, 315, 10);
CreateLiquidDrain(130, 315, 10);
CreateLiquidDrain(160, 315, 10);
CreateObject(Fern, 48, 114);
CreateObject(Fern, 284, 128);
CreateObject(Lorry, 294, 128)->SetR(20);
CreateObject(Pickaxe, 260, 128)->SetR(-45);
CreateObject(Mushroom, 271, 136);
CreateObject(Rank, 146, 302)->SetR(180);
CreateObject(Rank, 198, 190)->SetR(225);
CreateObject(Rank, 54, 66)->SetR(180);
CreateObject(Rank, 42, 232)->SetR(120);
CreateObject(Rank, 269, 230)->SetR(-120);
for (var i = 0; i < 2 + Random(6); i++)
CreateObject(Rank, 114, 10 + Random(140))->SetR(RandomX(60, 120));
for (var i = 0; i < 2 + Random(6); i++)
CreateObject(Rank, 190, 10 + Random(140))->SetR(-RandomX(60, 120));
//Water needs to be OK
AddEffect("Refiller",nil,100,6);
return;
}
global func FxRefillerTimer(object pTarget, effect, int timer)
{
for(var i=0; i<10; i++) if(!GBackLiquid(100,315)) InsertMaterial(Material("Water"),135,385);
}
// Gamecall from LastManStanding goal, on respawning.
protected func OnPlayerRelaunch(int plr)
{

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@ -0,0 +1,4 @@
[DefCore]
id=Waterfall
Version=5,2,0,1
Category=C4D_StaticBack

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@ -0,0 +1,117 @@
/*--
Waterfall
Author: Maikel
Waterfall object, use to place waterfalls in the landscape.
--*/
protected func Initialize()
{
return;
}
/*-- Waterfall --*/
global func CreateWaterfall(int x, int y, int strength, string mat)
{
var fall = CreateObject(Waterfall, x, y, NO_OWNER);
AddEffect("IntWaterfall", fall, 100, 1, fall, nil, x, y, strength, mat);
return fall;
}
protected func FxIntWaterfallStart(object target, proplist effect, int temporary, int x, int y, int strength, string mat)
{
if (temporary)
return 1;
effect.X = x;
effect.Y = y;
effect.Strength = strength;
effect.Material = mat;
// Start sound.
target->Sound("Waterfall", false, 10 * effect.Strength, nil, 1);
return 1;
}
protected func FxIntWaterfallTimer(object target, proplist effect)
{
// Insert liquid at location every frame.
for (var i = 0; i < effect.Strength / 2; i++)
InsertMaterial(Material("Water"), AbsX(effect.X), AbsY(effect.Y), effect.XDir + Random(effect.XVar), effect.YDir + Random(effect.YVar));
return 1;
}
protected func FxIntWaterfallStop(object target, proplist effect, bool temporary)
{
if (temporary)
return 1;
// Stop sound.
target->Sound("Waterfall", false, 10 * effect.Strength, nil, -1);
return 1;
}
public func SetStrength(int strength)
{
var effect = GetEffect("IntWaterfall", this);
if (effect)
effect.Strength = BoundBy(strength, 0, 100);
return;
}
public func SetMaterial(int material)
{
return;
}
public func SetDirection(int xdir, int ydir, int xvar, int yvar)
{
var effect = GetEffect("IntWaterfall", this);
if (effect)
{
effect.XDir = xdir;
effect.YDir = ydir;
effect.XVar = xvar;
effect.YVar = yvar;
}
return;
}
public func SetSoundLocation(int x, int y)
{
SetPosition(x, y);
return;
}
/*-- Liquid Drain --*/
global func CreateLiquidDrain(int x, int y, int strength)
{
var drain = CreateObject(Waterfall, x, y, NO_OWNER);
AddEffect("IntLiquidDrain", drain, 100, 1, drain, nil, x, y, strength);
return drain;
}
protected func FxIntLiquidDrainStart(object target, proplist effect, int temporary, int x, int y, int strength)
{
if (temporary)
return 1;
effect.X = x;
effect.Y = y;
effect.Strength = strength;
return 1;
}
protected func FxIntLiquidDrainTimer(object target, proplist effect)
{
for (var i = 0; i < effect.Strength / 2; i++)
ExtractLiquid(AbsX(effect.X), AbsY(effect.Y));
return 1;
}
local Name = "$Name$";

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@ -0,0 +1 @@
Name=Wasserfall

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@ -0,0 +1 @@
Name=Waterfall

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@ -0,0 +1 @@
Waterfall.wav by volivieri CC-BY-3.0 (http://www.freesound.org/people/volivieri/sounds/38390/)

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@ -47,7 +47,7 @@ protected func Initialize()
Cloud->Place(20);
CreateObject(Environment_Celestial);
var time = CreateObject(Environment_Time);
time->SetTime(1125);
time->SetTime(60*22);
time->SetCycleSpeed(0);
// A light blue hue, to indicate the cold climate.

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@ -36,6 +36,12 @@ func Initialize()
var dark = 40;
SetSkyAdjust(RGB(150, 42, 0));
SetGamma(RGB(0,0,0), RGB(128-dark,128-dark,128-dark), RGB(255-2*dark,255-2*dark,255-2*dark));
// Time of days and celestials.
CreateObject(Environment_Celestial);
var time = CreateObject(Environment_Time);
time->SetTime(60*20);
time->SetCycleSpeed(20);
// Some dark clouds which rain few ashes.
Cloud->Place(15);