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; }
func Initialize() { g_crystal_player = NO_OWNER; // Environment SetSkyParallax(1, 20,20, 0,0, nil, nil); return true; }
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); }
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() { _inherited(); SetSkyParallax(1, 20,20, 20,0,0,0); ScriptGo(1); return(1); }
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 }
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; }
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); }
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); }
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); } }
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); }
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() { // 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; }
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); }
func Initialize() { AddEffect("Water",0,32,1); SetSkyParallax(0,16,12); }