protected func Initialize() { // Show wealth in HUD. GUI_Controller->ShowWealth(); // Rules: team account and buying at flagpole. CreateObject(Rule_TeamAccount); CreateObject(Rule_BuyAtFlagpole); // Goal: Sell Gems, amount depends on difficulty and initial availability. var gems = (4 * GetMaterialCount(Material("Ruby"))) / (5 * GetMaterialVal("Blast2ObjectRatio", "Material", Material("Ruby"))); gems += (4 * GetMaterialCount(Material("Amethyst"))) / (5 * GetMaterialVal("Blast2ObjectRatio", "Material", Material("Amethyst"))); var percentage = 55 + 15 * SCENPAR_Difficulty; var goal = CreateObject(Goal_SellGems); goal->SetTargetAmount((gems * percentage) / 100); // Initialize different parts of the scenario. InitEnvironment(SCENPAR_Difficulty); InitVegetation(); InitAnimals(); InitResources(SCENPAR_Difficulty); InitMainIsland(4 - SCENPAR_Difficulty); InitIslands(4 - SCENPAR_Difficulty); return; }
protected func Initialize() { // Show wealth in HUD. GUI_Controller->ShowWealth(); // Rules: team account and buying at flagpole. CreateObject(Rule_TeamAccount); CreateObject(Rule_BuyAtFlagpole); // Goal: gain wealth dependent on difficulty. var goal = CreateObject(Goal_Wealth); goal->SetWealthGoal(100 + 150 * SCENPAR_Difficulty); // Initialize different parts of the scenario. InitEnvironment(SCENPAR_Difficulty); InitVegetation(SCENPAR_MapSize); InitAnimals(SCENPAR_MapSize); InitMaterial(4 - SCENPAR_Difficulty); return; }