protected func Initialize() { // Goal. CreateObject(Goal_LastManStanding); CreateObject(Rule_KillLogs); CreateObject(Rule_Gravestones); GetRelaunchRule() ->SetRespawnDelay(3) ->SetLastWeaponUse(false); // Enviroment. CreateObject(Rule_ObjectFade)->DoFadeTime(10 * 36); SetSkyAdjust(RGB(255, 128, 0)); SetSkyParallax(1, 20, 20, 0, 0, nil, nil); CreateObjectAbove(Column, 160, 304)->SetClrModulation(RGB(255, 100, 80)); CreateObjectAbove(Column, 448, 272)->SetClrModulation(RGB(255, 100, 80)); SetMatAdjust(RGB(255, 150, 128)); AddEffect("RandomMeteor", nil, 100, 20); AddEffect("DangerousLava", nil, 100, 1); PlaceEdges(); PlaceGras(); return; }
func Initialize() { MarsSky(); SetSkyAdjust(RGBa(255,255,255,160), RGB(70,30,15)); //Hintergrund CreateObject(BG_1,-0,0,-1); CreateObject(DUSK,0,0,-1); ScriptGo(1); // Spielziel setzen var goal = FindObject(RCOB); goal->AddType(DBSE); goal->AddType(DLAB); goal->AddType(DSOL); //Forschungsstation PlaceObjects(DBSE,1,"Durolava",950,1200,150,150); PlaceObjects(DLAB,1,"Durolava",950,1200,150,150); PlaceObjects(BONE,9,"Durolava",950,1200,150,150); PlaceObjects(SKUL,3,"Durolava",950,1200,150,150); PlaceObjects(DSOL,3,"Durolava",950,1200,150,150); PlaceObjects(METL,2,"Durolava",950,1200,150,150); PlaceObjects(CELL,1,"Durolava",950,1200,150,150); PlaceObjects(SATD,1,"Durolava",950,1200,150,150); PlaceObjects(ORE1,8,"Durolava",950,1200,150,150); // Spouter PlaceObjects(OILS, RandomX(1,3), "Oil", 0, 1300, LandscapeWidth(), 300); // Kristalle PlaceCrystals(5, 20); return(1); }
func DoInit(int first_player) { // Test //CreateObjectAbove(LiftTower, 178,405, first_player); // Set time of day to evening and create some clouds and celestials. Cloud->Place(15); EnsureObject(Rule_BuyAtFlagpole,0,0,-1); SetSkyAdjust(0xff000000); var storm = EnsureObject(Storm,0,0,NO_OWNER); storm->SetStorm(-20,0,1000); SetSkyParallax(1); // move background with the wind var time = EnsureObject(Time,0,0,-1); time->SetTime(600); time->SetCycleSpeed(20); // Goal CreateObject(Goal_Plane); // Plane part restore for (var part in FindObjects(Find_Func("IsPlanePart"))) part->AddRestoreMode(); return true; }
func Initialize() { SetSkyAdjust(RGBa(117,103,116,127), RGB(244,181,184)); SetGamma(RGB(50,0,0), RGB(140,100,100), RGB(255,220,220)); DigBuildingsFree(); return(1); }
protected func Initialize() { // Das erzeugt zusammen mit SkyFade=0,0,0,255,255,255 zwar // nicht ganz den Originalen Farbverlauf, aber es ist nahe dran SetSkyAdjust(RGBa(220,220,255,99), RGB(153,141,255)); }
func InitGame(array players) { SetSkyAdjust(0xff202040); return true; }