示例#1
0
func Initialize()
{
	// Goal
	var goal = FindObject(Find_ID(Goal_RepairStatue));
	if (!goal) goal = CreateObject(Goal_RepairStatue);
	var statue = CreateObject(MinersStatue, 600,736);
	statue->SetBroken();
	var statue_head = CreateObject(MinersStatue_Head, 2200,560);
	goal->SetStatue(statue);
	// Rules
	if (!ObjectCount(Find_ID(Rule_TeamAccount))) CreateObject(Rule_TeamAccount);
	if (!ObjectCount(Find_ID(Rule_BuyAtFlagpole))) CreateObject(Rule_BuyAtFlagpole);
	// Mushrooms before any earth materials, because they create their own caves
	LargeCaveMushroom->Place(15, Rectangle(100,0,600,300));
	// Create earth materials
	// Create them in big clusters so the whole object arrangement looks a bit less uniform and more interesting
	PlaceBatches([Firestone], 5, 100, 10);
	PlaceBatches([Rock, Loam, Loam], 10, 200, 10);
	// Misc vegetation
	SproutBerryBush->Place(5, Rectangle(100,0,600,300));
	Mushroom->Place(5, Rectangle(100,0,600,300));
	// Sky
	SetSkyParallax(1, 20,20, 0,0, nil, nil);
	return true;
}
示例#2
0
func Initialize()
{
	g_crystal_player = NO_OWNER;
	// Environment
	SetSkyParallax(1, 20,20, 0,0, nil, nil);
	return true;
}
示例#3
0
func Initialize()
{
  var iTimeout,pWipf;
  SetGamma(RGB(15,15,15),RGB(118,118,118),RGB(215,215,215));
  SetSkyParallax(0,15,17,0,0,0,0); 
  //Handgemacht... ;)
  Meeresrauschen(170);
  Meeresrauschen(1100);
  Meeresrauschen(2060);
  Meeresrauschen(2900);
  Meeresrauschen(3800);
  Meeresrauschen(4800);
  Meeresrauschen(5700);
  Moewen(900);
  Moewen(2300);
  Moewen(3900);
  Moewen(5000);
  //Nebel platzieren
  for(var i;i<260;++i) 
    CreateParticle("Fog",Random(LandscapeWidth()),Random(LandscapeHeight()*2/3),RandomX(3,9),0,RandomX(1000,1500));
  //Wipfe platzieren
  while(pWipf=FindObject(WIPF,0,0,0,0,0,0,0,0,pWipf)) {
    iTimeout=0;
    while(Stuck(pWipf)||GetMaterial(GetX(pWipf),GetY(pWipf))!=Material("Tunnel")) {
      SetPosition(Random(LandscapeWidth()),RandomX(LandscapeHeight()*2/3,LandscapeHeight()),pWipf);
      if(iTimeout++ > 50000) { RemoveObject(pWipf); break; }
    }
  }  
  ScriptGo(1);
}
示例#4
0
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;
}
示例#5
0
文件: Script.c 项目: Fulgen301/SGGP
func Initialize() 
{
	_inherited();
	SetSkyParallax(1, 20,20, 20,0,0,0);
	ScriptGo(1);
	return(1);
}
示例#6
0
func Initialize() {
    //Ressource Buildings
    CreateConstruction(RFLN, 1040, 740, NO_OWNER, 100, 1, 0); //Flintfactory Middle
    CreateConstruction(RSMG, 810, 540, NO_OWNER, 100, 1, 0); //Steamgenerator Left
    CreateConstruction(RSMG, 1315, 545, NO_OWNER, 100, 1, 0); //Steamgenerator Left
    
    //Pipe to Steamgenerator
    CreateObject(PIPE, 1349, 1008, NO_OWNER);

    //Crumbling Islands (deco)
    var CIsleL = CreateObject(ISLE, 760, 810, NO_OWNER);
    CIsleL -> SetClrModulation(RGBa(200, 215, 255, 50));
    
    var CIsleM = CreateObject(ISLE,1100,1000, NO_OWNER);
    CIsleL -> SetClrModulation(RGBa(200, 215, 255, 80));
    
    var CIsleR = CreateObject(ISLE,1335,800, NO_OWNER);
    CIsleR -> SetClrModulation(RGBa(200, 215, 255, 30));
    

    CreateObject(WTFL, 814, 698, NO_OWNER); //Waterfall

    SetSkyParallax(1, 20, 0, 1, 0); //Sky move with Wind

    //Fog
    CreateObject(FOG_, 400, 1050, NO_OWNER);
    CreateObject(FOG_, 1200, 1050, NO_OWNER);
    CreateObject(FOG_, 2000, 1050, NO_OWNER);
    
    //static drafts
    var DraftWaterfall = CreateObject(DRFT, 760, 780, NO_OWNER);
	  DraftWaterfall -> SetPermanent();
	  DraftWaterfall -> SetR(-10);
	  
	  var MIsleL = CreateObject(DRFT, 992, 749, NO_OWNER);
	  MIsleL -> SetPermanent();
	  MIsleL -> SetR(-12);
	  
	  var MIsleR = CreateObject(DRFT, 1095, 780, NO_OWNER);
	  MIsleR -> SetPermanent();
	  MIsleR -> SetR(12);
	  
	  var IsleR = CreateObject(DRFT, 1310, 764, NO_OWNER);
	  IsleR -> SetPermanent();
	  IsleR -> SetR(-12);
	  
	  var IsleM = CreateObject(DRFT, 1060, 670, NO_OWNER);
	  IsleM -> SetPermanent();
	  
	  //thousands of vines!
	  PlaceVines();
	  
	  //mass epic wood
	  PlaceWood();
	  
	  // Island Respawn
  	PeriodicIslandRespawn(1993, 140, 750, 330, 250); // left 'home' island
  	PeriodicIslandRespawn(2007, 1620, 730, 310, 250); // right 'home' island
}
示例#7
0
文件: Script.c 项目: 772/openclonk
func Initialize()
{
	// Goal
	var goal = FindObject(Find_ID(Goal_SellGems));
	if (!goal) goal = CreateObject(Goal_SellGems);
	goal->SetTargetAmount(30);
	// Rules
	if (!ObjectCount(Find_ID(Rule_TeamAccount))) CreateObject(Rule_TeamAccount);
	if (!ObjectCount(Find_ID(Rule_BuyAtFlagpole))) CreateObject(Rule_BuyAtFlagpole);
	// Environment
	SetSkyParallax(1, 20,20, 0,0, nil, nil);
	return true;
}
示例#8
0
文件: Script.c 项目: maxmitti/SGGP
func Initialize() 
{
	_inherited();
	SetSkyParallax(1, 20,20, 0,0, SkyPar_Keep(),SkyPar_Keep());
	CreateGate(SGR2,STGT, 2555, 280, -1,"Jaffa");
	CreateObject(DHD_,2503,185,-1);
	CreateGate(SGR2,STGT, 2553, 1378, -1,"Wraith");
	CreateObject(DHD_,2478,1375,-1);
	UpdateScoreboard();
	helper = 1;
	ScriptGo(0);
	return(1);
}
示例#9
0
protected func Initialize()
  {
  // Sicherstellen, dass das Spielziel da ist
  if (!ObjectCount(_KTK)) CreateObject(_KTK,0,0,-1);
  // Zusätzlich Melee
  if (!ObjectCount(MELE)) CreateObject(MELE);
  // Himmelsparallaxität
  SetSkyParallax(0,20,10);
  // Script starten
  ScriptGo(1);
  // Fertig
  return(1);
  }
示例#10
0
func Initialize() 
{
  SetSkyParallax(0,14,30);
  for(var i=Random(3)+1; i>0; --i)
  {
    var iX=Random(LandscapeWidth()), iY=0;
    while(1)
    {
      ++iY;
      if(GBackSemiSolid(iX, iY)) break;
    }
    if(!FindObject(MWKS, iX, iY))
      AddEffect("PotionSupply", CreateObject(MWKS, iX, iY, -1), 1, 650);
  }  
}
示例#11
0
文件: Script.c 项目: 772/openclonk
func Initialize()
{
	var offs = 45;
	CreateObjectAbove(WindGenerator, 1147, 938+offs)->SetR(7);
	CreateObjectAbove(WindGenerator, 985, 1105+offs)->SetR(-170);
	CreateObjectAbove(WindGenerator, 1055, 1085+offs)->SetR(140);
	CreateObjectAbove(WindGenerator, 971, 857+offs)->SetR(-20);
	CreateObjectAbove(WindGenerator, 1147, 1035+offs)->SetR(160);
	CreateObjectAbove(WindGenerator, 1036, 870+offs)->SetR(-10);
	CreateObjectAbove(WindGenerator, 1081, 873+offs)->SetR(18);
	CreateObjectAbove(WindGenerator, 858, 930+offs)->SetR(-10);
	
	CreateObject(Goal_SaveTheWindmills,10,10);
	PlaceGrass(100, 800, 1400);
	SetSkyParallax(0,25,25,0,0,0,50);
	AddEffect("BoomAttack", nil, 100, 35);
	Sound("WindLoop",true,40,nil,+1);
}
示例#12
0
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;
}
示例#13
0
func Initialize()
{
	// Goal
	var goal = FindObject(Find_ID(Goal_SellGems));
	if (!goal) goal = CreateObject(Goal_SellGems);
	goal->SetTargetAmount(10);
	// Rules
	if (!ObjectCount(Find_ID(Rule_TeamAccount))) CreateObject(Rule_TeamAccount);
	if (!ObjectCount(Find_ID(Rule_BuyAtFlagpole))) CreateObject(Rule_BuyAtFlagpole);
	// Mushrooms before any earth materials, because they create their own caves
	LargeCaveMushroom->Place(15, Rectangle(400,0,800,200));
	// Create earth materials
	// Create them in big clusters so the whole object arrangement looks a bit less uniform and more interesting
	PlaceBatches([Firestone], 3, 100, 5);
	PlaceBatches([Rock, Loam, Loam], 10, 200, 10);
	// Misc vegetation
	SproutBerryBush->Place(5, Rectangle(350,0,850,250));
	Mushroom->Place(5, Rectangle(350,0,850,250));
	// Sky
	SetSkyParallax(1, 20,20, 0,0, nil, nil);
	return true;
}
示例#14
0
func Intro_Start()
{
	// Intro starts high up in the clouds
	Music("TheSkylands");
	LoadScenarioSection("Intro");
	SetWind(-100);
	this.intro_skyscroll_xdir = -10;
	SetSkyParallax(0, 20, 20, this.intro_skyscroll_xdir, 0);
	
	this.plane = CreateObjectAbove(Airplane, 500, 200);
	this.plane->SetColor(0xa04000);
	this.pilot = CreateObjectAbove(Clonk, 100, 100, NO_OWNER);
	this.pilot->MakeInvincible();
	this.pilot->SetSkin(2);
	this.pilot->Enter(this.plane);
	this.pilot->SetAction("Walk");

	this.pilot->SetName("Pyrit");
	this.pilot->SetColor(0xff0000);
	this.pilot->SetAlternativeSkin("MaleBrownHair");
	this.pilot->SetDir(DIR_Left);
	this.pilot->SetObjectLayer(this.pilot);
	this.pilot->AttachMesh(Hat, "skeleton_head", "main", Trans_Translate(5500, 0, 0)); // Hat is seen in the cockpit!

	this.plane->PlaneMount(this.pilot);
	this.plane.FxIntPlaneTimer = this.Intro_PlaneTimer;
	RemoveEffect("IntPlane", this.plane);
	AddEffect("IntPlane",this.plane,1,1,this.plane);
	this.plane->FaceRight();
	this.plane->StartInstantFlight(90, 0);
	g_intro_sky_moving = true;
	

	SetViewTarget(this.plane);

	return ScheduleNext(100, 1);
}
示例#15
0
func Initialize() {
  AddEffect("Water",0,32,1);
  SetSkyParallax(0,16,12);
}