Added a fairly primitive water plane. This includes several things:
- Hotkeys Q, A, Z to toggle, raise and lower the water plane respectively. - A unit trait, named anchor, that says whether it attaches to the terrain or the water. - Small changes to rendering code. This was SVN commit r2744.
This commit is contained in:
parent
2b69209fcd
commit
bc3949db1a
@ -164,6 +164,9 @@ hotkey.contextorder.previous = RightBracket ; Cycle left through orders (conte
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hotkey.orbital.toggle = V ; Enable/disable ball arena.
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hotkey.orbital.cheat = "LeftCtrl+Backslash" ; Freeze ball.
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hotkey.dudemachine.random = "Ctrl+ForwardSlash" ; Create random Dude.
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hotkey.water.toggle = "Q" ; Toggle water rendering
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hotkey.water.raise = "A" ; Raise water plane
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hotkey.water.lower = "Z" ; Lower water plane
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; > OVERLAY KEYS
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hotkey.fps.toggle = "Shift+F" ; Toggle frame counter.
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@ -203,4 +206,4 @@ hotkey.audio.toggle = "Ctrl+A" ; Enable/disable sound.
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; shift+# ; add group # to selection
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; ctrl+# ; save selection as group #
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; alt+# (hold down) ; snap view to group # (while alt is held down)
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; mouse on map edge ; scroll in this direction
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; mouse on map edge ; scroll in this direction
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@ -28,6 +28,9 @@
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<MiniMap
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type="Unit"
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/>
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<Anchor
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type="Ground"
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/>
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</Traits>
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<Script File="entities/template_entity_script.js" />
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@ -10,6 +10,17 @@
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specific="Temporary Ship"
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history="This is a 'female' temporary ship, feel free to delete/tweak this entity file at any time."
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/>
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<Anchor
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type="Water"
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/>
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<Health
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bar_height="12.0"
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/>
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</Traits>
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<Footprint radius="5.0" height="5.0"/>
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<Actor>special/ship.xml</Actor>
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</Entity>
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</Entity>
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@ -27,6 +27,33 @@
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]]></action>
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</object>
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<!-- EMPTY OBJECT USED TO TOGGLE WATER RENDERING. -->
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<object name="snWaterToggle"
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hotkey="water.toggle"
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>
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<action on="Press"><![CDATA[
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toggleWater();
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]]></action>
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</object>
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<!-- EMPTY OBJECT USED TO RAISE WATER PLANE. -->
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<object name="snWaterRaise"
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hotkey="water.raise"
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>
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<action on="Press"><![CDATA[
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setWaterHeight(getWaterHeight() + 0.25);
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]]></action>
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</object>
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<!-- EMPTY OBJECT USED TO LOWER WATER PLANE. -->
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<object name="snWaterLower"
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hotkey="water.lower"
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>
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<action on="Press"><![CDATA[
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setWaterHeight(getWaterHeight() - 0.25);
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]]></action>
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</object>
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<!-- GROUP: MINIMAP -->
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<object name="snMiniMap"
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style="snObject"
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BIN
binaries/data/mods/official/maps/scenarios/neareastern_generated.pmp
(Stored with Git LFS)
BIN
binaries/data/mods/official/maps/scenarios/neareastern_generated.pmp
(Stored with Git LFS)
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BIN
binaries/data/mods/official/maps/scenarios/neareastern_generated.xml
(Stored with Git LFS)
BIN
binaries/data/mods/official/maps/scenarios/neareastern_generated.xml
(Stored with Git LFS)
Binary file not shown.
@ -1,50 +1,50 @@
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?new Projectile( "props/weapon/weap_arrow_front.xml", Vector3D( this.position.x, this.position.y + 2.5, this.position.z ), target, 12, this );
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?new Projectile( "props/weapon/weap_arrow_front.xml", Vector3D( this.position.x, this.position.y + 2.5, this.position.z ), target, 12, this );
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?new Projectile( "props/weapon/weap_arrow_front.xml", Vector3D( this.position.x, this.position.y + 2.5, this.position.z ), target, 12, this );
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?target = this
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?new Projectile( "props/weapon/weap_arrow_front.xml", Vector3D( this.position.x, this.position.y + 2.5, this.position.z ), target, 12, this );
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?new Projectile( "props/weapon/weap_arrow_front.xml", Vector3D( this.position.x, this.position.y + 2.5, this.position.z ), target, 12, this );
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?new Projectile( "props/weapon/weap_arrow_front.xml", Vector3D( this.position.x, this.position.y + 2.5, this.position.z ), target, 12, this );
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?new Projectile( "props/weapon/weap_arrow_front.xml", Vector3D( this.position.x, this.position.y + 2.5, this.position.z ), target, 12, this );
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?new Projectile( "props/weapon/weap_arrow_front.xml", Vector3D( this.position.x, this.position.y + 2.5, this.position.z ), target, 12, this );
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?new Projectile( "props/weapon/weap_arrow_front.xml", Vector3D( this.position.x, this.position.y + 2.5, this.position.z ), target, 12, this );
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?new Projectile( "props/weapon/weap_arrow_front.xml", Vector3D( this.position.x, this.position.y + 2.5, this.position.z ), target, 12, this );
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?new Projectile( "props/weapon/weap_arrow_front.xml", Vector3D( this.position.x, this.position.y + 2.5, this.position.z ), target, 12, this );
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?new Projectile( "props/weapon/weap_arrow_front.xml", Vector3D( this.position.x, this.position.y + 2.5, this.position.z ), target, 12, this );
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?new Projectile( "props/weapon/weap_arrow_front.xml", Vector3D( this.position.x, this.position.y + 2.5, this.position.z ), target, 12, this );
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?new Projectile( "props/weapon/weap_arrow_front.xml", Vector3D( this.position.x, this.position.y + 2.5, this.position.z ), target, 12, this );
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?new Projectile( "props/weapon/weap_arrow_front.xml", Vector3D( this.position.x, this.position.y + 2.5, this.position.z ), target, 12, this );
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?new Projectile( "props/weapon/weap_arrow_front.xml", Vector3D( this.position.x, this.position.y + 2.5, this.position.z ), target, 12, this );
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?new Projectile( "props/weapon/weap_arrow_front.xml", Vector3D( this.position.x, this.position.y + 2.5, this.position.z ), target, 12, this );
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?new Projectile( "props/weapon/weap_arrow_front.xml", Vector3D( this.position.x, this.position.y + 2.5, this.position.z ), target, 12, this );
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?new Projectile( "props/weapon/weap_arrow_front.xml", Vector3D( this.position.x, this.position.y + 2.5, this.position.z ), target, 12, this );
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?new Projectile( "props/weapon/weap_arrow_front.xml", Vector3D( this.position.x, this.position.y + 2.5, this.position.z ), target, 12, this );
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?new Projectile( "props/weapon/weap_arrow_front.xml", Vector3D( this.position.x, this.position.y + 2.5, this.position.z ), target, 12, this );
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?new Projectile( "props/weapon/weap_arrow_front.xml", Vector3D( this.position.x, this.position.y + 2.5, this.position.z ), target, 12, this );
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?new Projectile( "props/weapon/weap_arrow_front.xml", Vector3D( this.position.x, this.position.y + 2.5, this.position.z ), target, 12, this );
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?new Projectile( "props/weapon/weap_arrow_front.xml", Vector3D( this.position.x, this.position.y + 2.5, this.position.z ), target, 12, this );
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?new Projectile( "props/weapon/weap_arrow_front.xml", Vector3D( this.position.x, this.position.y + 2.5, this.position.z ), target, 12, this );
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?target = this;
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?new Projectile( "props/weapon/weap_arrow_front.xml", Vector3D( this.position.x, this.position.y + 2.5, this.position.z ), target, 12, this );
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?new Projectile( "props/weapon/weap_arrow_front.xml", Vector3D( this.position.x, this.position.y + 2.5, this.position.z ), target, 12, this );
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?new Projectile( "props/weapon/weap_arrow_front.xml", Vector3D( this.position.x, this.position.y + 2.5, this.position.z ), target, 12, this );
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?new Projectile( "props/weapon/weap_arrow_front.xml", Vector3D( this.position.x, this.position.y + 2.5, this.position.z ), target, 12, this );
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?b
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?this.traits.health.curr
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?this.traits.health.max
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?entities.subset( function() { return( this.traits.health.cur < this.traits.health.max ); }
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?entities.subset( function() { return( this.traits.health.cur < this.traits.health.max ); } );
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?entities.subset( function() { return( this.traits.health.curr < this.traits.health.max ); } );
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?selection = entities.subset( function() { return( this.traits.health.curr < this.traits.health.max ); } );
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?1+1
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?new Entity("wrld_flora_oak", new Vector3D(1, 1, 1))
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?new Entity("wrld_flora_oak", new Vector3D(1, 3, 1))
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?new Entity("wrld_flora_oak", new Vector3D(1, 30, 1))
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?new Entity("wrld_flora_oak", new Vector3D(3, 0, 1))
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?new Entity("wrld_flora_oak", new Vector3D(8, 0, 1))
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?new Entity("wrld_flora_oak", new Vector3D(8, 0, 8))
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quit
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quit()
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exit
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exit
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1+1
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:startPlacing()
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:startPlacing("hele_tc")
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:startPlacing("hele_tc")
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:startPlacing("hele_tc")
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:startPlacing("hele_tc")
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:startPlacing("hele_tc")
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:startPlacing("hele_tc")
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:startPlacing("hele_tc")
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:startPlacing("hele_ho")
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:startPlacing("hele_ho")
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:startPlacing("hele_ho")
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:startPlacing("hele_ho")
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:startPlacing("hele_ho")
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:startPlacing("hele_ho")
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:startPlacing("hele_isp_b")
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:startPlacing("hele_isp_b")
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:startPlacing("hele_tc")
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:startPlacing("hele_tc")
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:startPlacing("hele_tc")
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:startPlacing("hele_tc")
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:startPlacing("hele_tc")
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:startPlacing("hele_tc")
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:startPlacing("hele_tc")
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:startPlacing("hele_tc")
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:startPlacing("hele_tc")
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:startPlacing("hele_ho")
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:startPlacing("hele_ho")
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:startPlacing("hele_ho")
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:startPlacing("hele_ho")
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:startPlacing("hele_ho")
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:startPlacing("hele_isp_a")
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:startPlacing("hele_isp_a")
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:startPlacing("hele_isp_a")
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:startPlacing("hele_isp_a")
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:startPlacing("hele_isp_a")
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:startPlacing("hele_isp_a")
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:startPlacing("hele_ho")
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:startPlacing("hele_ho")
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:startPlacing("hele_ho")
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:setWaterHeight(10)
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:setWaterHeight(1)
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toggleWater()
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:toggleWater()
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:toggleWater()
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:setWaterHeight(10)
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:setWaterHeight(20)
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:setWaterHeight(20)
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:setWaterHeight(5)
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:setWaterHeight(2)
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:setWaterHeight(5)
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