예제 #1
0
func InitializePlayer (plr,x,y,bas,team) {
  // Gebäude in den Besitz
  for (var obj in FindObjects(Find_Category(C4D_Structure), Find_Owner(NO_OWNER), Find_Distance(300, x,y)))
    SetOwner(plr, obj);
  // Hörx ist ein König!
  if (team == 2) {
    var obj = GetHiRank (plr);
    obj->CLNK::Redefine2 (_HRX);
    SetPortrait ("random", obj, _HRX);
    SetName ("$Herx$", obj);
  }
  // Alle ins Haus!
  var home;
  if (team == 2) home = FindObject2(Find_ID(CST3)); else home = FindObject2(Find_ID(HUT3));
  for (var mat in FindObjects(Find_Category(C4D_Object | C4D_Vehicle | C4D_Living), Find_Not(Find_ID(CSTE)), Find_Owner(plr)))
    Enter(home, mat);
  // Den besten Clonks auswählen und vor die Tür
  SetCursor(plr, GetHiRank(plr));
  SetCommand(GetCursor(plr), "Exit");
  // Und auf den Gegner schauen
  SetDir(2-team, GetCursor(plr));
}
예제 #2
0
파일: Script.c 프로젝트: tyronx/gze
func InitializePlayer(player) {
	var x = 20 + Random(LandscapeWidth() - 40);
	
	while(FindObject2(Find_InRect(x-30, 0, 60, LandscapeHeight()), Find_Category (C4D_Structure))) {
		x = Random(LandscapeWidth());
	}
	
	// Find a goot spot
	var miny = (4*LandscapeHeight())/10;
	var spawnpoint = findSpawnPoint(miny);
	
	// Place player and hut there
	var hut = CreateConstruction(HUT2, spawnpoint[0], spawnpoint[1],player,100,1);
	SetPosition(spawnpoint[0] - 5, spawnpoint[1]-8, GetCrew(player,0));
	
	// Amboss drüberklatschen
	hut->CreateObject(ANVL, 17, 23);
	hut->CreateContents(FLAG);
}
예제 #3
0
파일: Script.c 프로젝트: tyronx/gze
func findSpawnPoint(miny) {
	var x,y;
	
	while (true) {
		x = 20 + Random(LandscapeWidth() - 40);
		y = miny;
		
		while (GBackSolid(x, y) && y < LandscapeHeight()) {
			y++;
		}
		y = GetYSolid(x, y);
		
		if (LandscapeHeight() - y < 10) continue;
		if (FindObject2(Find_InRect(x-30, y - 80, 60, 160), Find_Category (C4D_Structure))) continue;
		if (GBackLiquid(x, y-3)) continue;
		
		return [x,y];
	}
	return [];
}
예제 #4
0
파일: Script.c 프로젝트: 772/openclonk
func Initialize()
{
	// singleton
	g_storm = this;
	SetPosition();
	// defaults
	storm_particles = 
	{
		Size = 1,
		Stretch = PV_Speed(PV_Linear(4000, 0), 0),
		Alpha = PV_KeyFrames(0, 0, 0, 100, 255, 1000, 255),
		Rotation = PV_Direction(),
		CollisionVertex = 1000,
		OnCollision = PC_Die()
	};
	StormStream = {
		max_segment_stretch = 100, // maximum number of pixels per segment that can be deviated from dir in either direction
		max_segment_stretch_want = 5, // maximum movement back into original position that is preferred (i.e.: speed at which gaps behind sky islands close)
		search_steps = 10,        // steps in pixels in which to search for holes to blow through
		search_steps_mult = 200,  // multiplyer, in percent, by which search steps get larger with each iteration
	};
	find_mask = Find_And(Find_Category(C4D_Vehicle | C4D_Living | C4D_Object), Find_Not(Find_Func("IsEnvironment")));
	SetStorm(20,0, 2000);
}
예제 #5
0
global func DoInitialize() {
    if(fInitialized) return();
    fInitialized = 1;
    fUseHungerThirst = 1;

    if(!FindObject(NOPC)) CreateObject(NOPC);

    if(fUseHungerThirst) if (!ObjectCount(NDWA)) CreateObject(NDWA, 50,50, -1); // Durst
    if(fUseHungerThirst) if (!ObjectCount(NDFO)) CreateObject(NDFO, 50,50, -1); // Hunger

    if(FindObject(_ETG)) RemoveObject(FindObject(_ETG));
    if(FindObject(REPR)) RemoveObject(FindObject(REPR));
    CreateObject(REPR, 50,50, -1); // Nachwuchs
    if(FindObject(TREP)) RemoveObject(FindObject(TREP));
    CreateObject(TREP, 50,50, -1); // Baumnachwuchs

    // NPC's sollen Position halten
    var i, pObj;
    while(pObj = FindObjectOwner(0,-1,0,0,0,0,OCF_CrewMember,0,0,pObj))
        AddEffect("StayThere",pObj,1,35,pObj);

//  if (!GetPlayerCount()) return();
    // Banditen erstellen
    pObj = CreateObject(BNDT, 3917, 570, -1);
    pObj->SetAI("BanditNoMove", 3);
    pObj->SetColorDw(RGB(150));
    pObj = CreateObject(BNDT, 4120, 560, -1);
    pObj->SetAI("BanditNoMove", 3);
    pObj->SetColorDw(RGB(150));
    pObj = CreateObject(BNDT, 4175, 520, -1);
    pObj->SetAI("BanditNoMove", 3);
    pObj->SetColorDw(RGB(150));
    pObj = CreateObject(BNDT, 4044, 477, -1);
    pObj->SetAI("BanditNoMove", 3);
    pObj->SetColorDw(RGB(150));
    pObj = CreateObject(BNDT, 4309, 471, -1);
    pObj->SetAI("BanditBoss", 3);
    pObj->SetColorDw(RGB(150));
    pObj->MakeBoss();
    pObj->Enter(FindObject(MTNT, 4309, 471, -1, -1));
    // Startmaterial erstellen
    pWagon = CreateObject(COAC, 28, 270, -1);
    pHorse = CreateObject(HORS, 77, 270, -1);
    pHorse->ConnectWagon(pWagon);
    SetDir(1, pWagon);
    SetDir(1, pHorse);

    // Startmaterial
    CreateContents(MEAC,pWagon,6);
    CreateContents(WHKY,pWagon,3);
    for(i=0; i<2; i++) {
        pObj = CreateContents(WSKI, pWagon);
        LocalN("iWater", pObj) = 90;
        pObj->~UpdateGraphics();
    }
    CreateContents(MLLT,pWagon);
    CreateContents(KNFE,pWagon);
    CreateContents(IGNB,pWagon);
    CreateContents(DYNB,pWagon,2);
    CreateContents(METL,pWagon,7);
    CreateContents(WOOD,pWagon,21);
    CreateContents(CNKT,pWagon,4);
    CreateContents(LNKT,pWagon);

    // Höhle muss immer vom  Indianer zu betreten sein!
    FreeRect(1970,589,40,9);

    // Brauchbare Gebäude mit unzerstörbarkeit belegen
    for(pObj in FindObjects(Find_Category(C4D_StaticBack|C4D_Structure|C4D_Vehicle),Find_Not(Find_Category(32768)),Find_InRect(1130,190,300,140)))
        AddEffect("NoDmg",pObj,200);
    for(pObj in FindObjects(Find_Category(C4D_StaticBack|C4D_Structure|C4D_Vehicle),Find_Func("IsIndianHandcraft"),
                            Find_Or(Find_InRect(1830,230,560,340),Find_InRect(3190,160,670,360))))
        AddEffect("NoDmg",pObj,200);

    // Weil die Kanone hier bearbeitet worden ist
    if(pObj = FindObject(CCAN)) pObj->~Initialize();

    if(fTestSection==1) return(ChangeSection("AshCity"));
    if(fTestSection==2) return(ChangeSection("Caves"));

    // ... und los!
    if(!fTesting) ScriptGo(1);
    return(1);
}