func Initialize() { MusicLevel(50); // We place some extra in-earth objects nearby certain materials for awesome looks PlaceObjects2(COAL, 250, [0,0,LandscapeWidth(),LandscapeHeight()], 0, Material("Coal")); // Coal nearby coal PlaceObjects2(FLNT, 80, [0,0,LandscapeWidth(),LandscapeHeight()], 0, Material("Flint")); PlaceObjects2(LOAM, 100, [0,0,LandscapeWidth(),LandscapeHeight()], 0, Material("Loam")); PlaceObjects2(ORE1, 150, [0,0,LandscapeWidth(),LandscapeHeight()], 0, Material("Ore")); return(1); }
func Initialize() { // Always have some music Music("Frontend", 1); MusicLevel(30); // Create lens flare if (!ObjectCount(LENS)) CreateObject(LENS, 400, 100); // Fix vines (are not correctly saved in this Objects.txt) var pVine; for (pVine in FindObjects(Find_ID(VINE))) pVine->SetPosition(pVine->GetX(), pVine->GetY() - 35); // Create goal if (!ObjectCount(SCRG)) CreateObject(SCRG); // Evaluation dialog options SetNextMission("Tutorial.c4f\\Tutorial05.c4s", "$BtnRepeatRound$", "$BtnRepeatRoundDesc$"); }
func Initialize() { // Always have some music Music("Frontend", 1); MusicLevel(30); // Create lens flare CreateObject(LENS, 70, 50, NO_OWNER); // Place hut CreateConstruction(HUT2,580,180,NO_OWNER,100,1); // Create goal CreateObject(SCRG, 50,50, NO_OWNER); // Start script ScriptGo(true); // Evaluation dialog options SetNextMission("Tutorial.c4f\\Tutorial01.c4s", "$BtnRepeatRound$", "$BtnRepeatRoundDesc$"); return true; }
func Initialize() { // Always have some music Music("Frontend", 1); MusicLevel(30); // Create lens flare CreateObject(LENS, 100, 100, NO_OWNER); // Fix vines (wrong offset when saved in Objects.txt for the first time) var pVine; for (pVine in FindObjects(Find_ID(VINE))) pVine->SetPosition(pVine->GetX(), pVine->GetY() - 60); // Create flag-checker effect AddEffect("CheckForFlag", 0, 1, 10); // Create goal CreateObject(SCRG); // Start the script ScriptGo(true); // Evaluation dialog options SetNextMission("Tutorial.c4f\\Tutorial02.c4s", "$BtnRepeatRound$", "$BtnRepeatRoundDesc$"); }