protected func Activate(pCaller) { if(FindObject2(Find_Container(pCaller),Find_ID(STBW),Find_Not(Find_Func("HasCell")))) { ShiftContents(Contained(),0,STBW); Enter(FindObject2(Find_Container(pCaller),Find_ID(STBW),Find_Not(Find_Func("HasCell")))); } return 1; }
func FxCheckEnemiesTimer(object target, proplist effect, int time) { for(var o in FindObjects(Find_Distance(Size), Find_Not(Find_ID(Hook)), Find_Or(Find_Func("IsReflectable"), Find_Func("CanBeHit", this)))) { if(GetEffect("SawBladeCD", o) || (o->GetOwner() == GetOwner() && time < 15)) { continue; } var angle = Angle(GetX(), GetY(), o->GetX(), o->GetY()); AddEffect("SawBladeCD", o, 1, 25); if(!o->GetAlive()) { if(o->~IsWallElement()) continue; var speed = Distance(0, 0, o->GetXDir(), o->GetYDir()); o->SetVelocity(angle, speed); o->~Blocked(this); WeaponDamage(o, SpellDamage); Sound("Hits::GeneralHit*", false, 50); continue; } Sound("Objects::Weapons::WeaponHit*", false, 50); o->Fling(Sin(angle, 8), -Cos(angle, 8)); WeaponDamage(o, SpellDamage); } }
func Outro_Start(object plane) { // Player closest to plane becomes outro protagonist this.plane = plane; this.hero = plane->FindObject(Find_ID(Clonk), Find_Not(Find_Owner(NO_OWNER)), plane->Sort_Distance()); SetPlayerZoomByViewRange(NO_OWNER, 200,100, PLRZOOM_Set | PLRZOOM_LimitMax); SetViewTarget(this.hero); npc_pyrit.has_sequence = true; // Pyrit stops hammering return ScheduleNext(5); }
func Outro_Start(object goal, object plane) { this.goal = goal; this.plane = plane; this.hero = plane->FindObject(Find_Not(Find_Owner(NO_OWNER)), Find_ID(Clonk), plane->Sort_Distance()); SetViewTarget(this.plane); MessageBoxAll("$Outro1$", this.hero, true); return ScheduleNext(150); }
func Initialize(...) { // (first) plane built? Story advances. // only after attack, so enemy planes don't count if (g_attack_done && !g_plane_built) { g_plane_built = true; var closest_clonk = FindObject(Find_ID(Clonk), Find_Not(Find_Owner(NO_OWNER)), Sort_Distance()); SetColor(0xa04000); // Make sure it has the same color in all missions Dialogue->MessageBoxAll("$PlaneBuilt$", closest_clonk, true); } return _inherited(...); }
global func CyclopsFindTarget(fx) { // Consider hostile clonks, or all clonks if the AI does not have an owner. var hostile_criteria = Find_Hostile(fx.cyclops->GetOwner()); if (fx.cyclops->GetOwner() == NO_OWNER) hostile_criteria = Find_Not(Find_Owner(fx.cyclops->GetOwner())); for (var target in FindObjects(Find_InRect(fx.guard_range.x,fx.guard_range.y,fx.guard_range.wdt,fx.guard_range.hgt), Find_OCF(OCF_CrewMember), hostile_criteria, Find_NoContainer(), Sort_Random())) if (PathFree(fx.cyclops->GetX(),fx.cyclops->GetY(),target->GetX(),target->GetY())) return target; // Nothing found. return; }
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)); }
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); }
/** Extract liquid from this @param sznMaterial: Material to extract @param inMaxAmount: Max Amount of Material being extracted @param pnPump: Object which extracts the liquid @param pnPipe: Pipe which extracts the liquid (connected to pnPump) @param bnWildcard: Usefull to extract random liquids; use '*' for sznMaterial for all Materials @return [irMaterial,irAmount] -irMaterial: Material being extracted -irAmount: Amount being extracted */ public func LiquidOutput(string sznMaterial, int inMaxAmount, object pnPump, object pnPipe, bool bnWildcard) { //Search liquid to pump if (bnWildcard) { var ptBarrel = FindObject(Find_Container(this), Find_Func("IsBarrel"), Find_Func("IsBarrelForMaterial", sznMaterial), Find_Not(Find_Func("BarrelIsEmpty"))); var sztMaterial=""; if (ptBarrel) sztMaterial = ptBarrel->GetBarrelMaterial(); //Nothing to pump if (sztMaterial == "") return ["", 0]; sznMaterial = sztMaterial; } var itFound = 0; for (var ptBarrel in FindObjects(Find_Container(this), Find_Func("IsBarrel"), Find_Func("IsBarrelForMaterial", sznMaterial), Find_Not(Find_Func("BarrelIsEmpty")))) { var atFound = ptBarrel->GetLiquid(sznMaterial, inMaxAmount - itFound, this); //Crazy stuff happend? itFound += BoundBy(atFound[1], 0, inMaxAmount - itFound); if (itFound == inMaxAmount) break; } return [sznMaterial, itFound]; }
func Outro_5() { if (npc_pyrit->Contained() != this.plane) return ScheduleSame(5); // After Pyrit is inside, rest enters freely this.plane->SetEntrance(true); for (var clonk in this.plane->FindObjects(this.plane->Find_AtRect(-60,-30,120,60), Find_ID(Clonk), Find_Not(Find_Owner(NO_OWNER)))) clonk->SetCommand("Enter", this.plane); return ScheduleNext(100); }
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); }
// Open for all players func Find_Allied(plr) { return Find_Not(Find_Owner(NO_OWNER)); }