示例#1
0
func Initialize()
{
	AddEffect("CheckAutoMoveTo", this, 1, 30, this);
	AddEffect("ElevatorUpperLimitCheck", this, 1, 1, this);
	AddEffect("FetchVehicles", this, 1, 10, this);
	
	case_speed = ElevatorCase_move_speed;
	case_speed_automatic = 2 * case_speed;
	
	partner_was_synced = false;
	
	front = CreateObject(Elevator_Case_Front, 0,13, GetOwner());
	back = CreateObject(Elevator_Case_Back, 0,13, GetOwner());
	
	front->SetAction("Attach", this);
	back->SetAction("Attach", this);
}
示例#2
0
func Initialize()
{
	SetAction("Travel");
	SetRDir(10);
	SetObjectLayer(nil);
	//AddEffect("MoveTo", this, 1, 1, this);
	
	ox=GetX();
	oy=GetY();
	
	rangedummy = CreateObject(Dummy, 0, 0, GetOwner());
	rangedummy.Visibility = VIS_Owner;
	rangedummy->SetAction("HangOnto", this);
		var props =
		{
			R = 255,
			G = 0,
			B = 0,
			Alpha = 40,
			Size = 70,
			BlitMode = GFX_BLIT_Additive,
			Rotation = PV_Step(10, 0, 1),
			Attach = ATTACH_Back | ATTACH_MoveRelative
			
		};
	rangedummy->CreateParticle("Shockwave2", 0, 0, 0, 0, 0, props, 1);
	
	moveparticle =
	{
		Alpha = 100,
		Size = AttackSize * 2,
		R = pR,
		G = pG,
		B = pB,
		Rotation = PV_Random(0,360),
		BlitMode = GFX_BLIT_Additive,
	};
	
	moveparticle2 =
	{
		Size = PV_Linear(2,0),
		BlitMode = GFX_BLIT_Additive,
		R = pR,
		G = pG,
		B = pB,
		Attach=ATTACH_Back,
	};
	
	movetrailparticles =
	{
		Size = PV_Linear(5,0),
		BlitMode = GFX_BLIT_Additive,
		R = pR,
		G = pG,
		B = pB,
		Attach=ATTACH_Back,
	};
	
	followtrailparticles =
	{
		Size = PV_Linear(5,0),
		BlitMode = GFX_BLIT_Additive,
		R = 50,
		G = 50,
		B = 50,
		Attach=ATTACH_Back,
	};
	
	hometrailparticles =
	{
		Size = PV_Linear(5,0),
		BlitMode = GFX_BLIT_Additive,
		R = 0,
		G = 255,
		B = 255,
		Attach=ATTACH_Back,
	};
	
	hometrailparticles2 =
	{
		Size = PV_Linear(2,0),
		BlitMode = GFX_BLIT_Additive,
		R = 0,
		G = 255,
		B = 255,
		Attach=ATTACH_Back,
	};
	
	
}