Map

Christmas Tree

Creator

Elgan

Version

N/A

Game Type

MOHAA

Reborn Compatible

Unknown

Description

// This file contains the instructions for the tree. To tell it how to display and what to to do. // This file is part of the christmas mod. It is executed by christmas.scr. /*.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:. Christmas Mod Pattern file _...Q._ .' '. / \ ;.-""""--.._ | /'-._____..-'\| .' ; o o |`; / /| () ; \ _.-, '-' ; '.__.-' \ \ .-"`, | \_ / `'` '._`.; ._ / `'--.,_=-;_ \ \| `\ .\_ /` \ `._ \ \ `/ ``---| \ (~ _______________________ \ \. | o , \ (~ (~ |.---------------------.| \ \`_\ _..-' \ (\(~ || Released 23/12/2005 || \/ `` / \(~/ || Updated: 05/12/2006 || \__ __..-' - '. || By Elgan Sayer || \ \``` \ || www.mods-r-us.net || ;\ \o ; || Merry Christmas || | \ \ | ||_____________________|| ; \ \ ; '-----------..----------' \ \ \ _.-'\ / || '. \-' \ .' || _.-" ' \-' .-||-. \ ' ' ' \ '..---.- ' \ ' ' _.' \' ' _.-' \ _.-' ` By editing this file, you can create different looks for your christmas tree. You can also setup from this file how you want it to flash, blink, animate itself. .:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:.*/ //======================================================== // Added 05 December 2006 // // * Spiral Now works with "pattern" colour type also. // * Tree is not scaleable with default base scale // settings. level.work_out_dimensions must be set 1 // for the tree to work out its dimensions. This is // so u can edit the look of the tree further. wha // * For fun and guessing demand. Added lights like // from swedish god Ric-Hard's mod. With the lense- // flare and all. Tho these are not reacomended for // tree use. They are in by default anyway. // * Added some more options as settings to the "scale" // part of the tree pattern file. // // //======================================================== //======================================================== // Contact Information // // E-mail: Elgan.sayer@gmail.com // Website: http://www.mods-r-us.net // // Feel free to ask any questions in the forums or by // email. // //======================================================== //======================================================== // scale: This sets up the scale of the tree //======================================================== scale: //Set the dimensions of the tree. THe lights will spawn using these dimensions. // eg, top most lioghts till be at 440 above tree origin. local.tree[height] = 440.00 // Height of the tree local.tree[base_width] = 120 // Width of the base at base height local.tree[top_width] = 20 // Width of the top of the tree local.tree[baseheight] = 140 // Height at which we start drawing lights local.tree[fairy_distance] = 20.0 // Distance fairy is from height of tree local.tree[fairy_light_distance] = 50.0 // Distance fairy light is from height of tree level.work_out_dimensions = 1 //If this is set 1, ALl the above dimensions // are ignored and worked out by the tree scale. // If set to 0, the above dimensions are used. local.tree[scale] = 2 // scale of the tree. local.tree[light] = ( 0 0 0 ) // Light/ snow effect colour at tree local.tree[lightradius] = 000 // Light/ snow effect radius at tree local.tree[model] = "static/tree_winter_midpine.tik" //tree model end local.tree //======================================================== // decorate_pattern: This sets up how the tree looks // when it spawns. What the colour's // are and in what way they spawn. //======================================================== decorate_pattern: /* // The following are a list of threads that exist inside the Christmas script. //Threads 'spawn_lights_spiral' //========================================================//======================================================== // spawn_lights_spiral: Spawn a loop of lights that spirals down // // spawn_lights_spiral local.clockwise local.rings local.degrees_apart local.colour local.link local.linkcolour local.numsegments local.scale: // // local.rings ( integer ) - How many ring's of light to spawn? // local.degrees_apart ( int ) - The integer in degrees to form the distance between lights // local.clockwise ( integer ) - Spawn them clockwise // local.colour ( String ) - The colour/thread to use to spawn the lights // local.link ( integer ) - If 1 the coronas will link using a func beam // local.linkcolour ( vector ) - Colour to use for the func beam should it be used. // local.numsegments ( integer ) - Number of sections to use for the tree func beams // local.scale ( float ) - Scale for each corona, if NIL, default scale will be used. // // Returns - Array of the coronas spawned //========================================================//======================================================== 'spawn_lights_loop' //========================================================//======================================================== // spawn_lights_loop: Spawn a loop of coronas around // the base of the tree. // // spawn_lights_loop local.rings local.degrees_apart local.colour local.link local.linkcolour local.numsegments local.scale: // // local.rings ( integer ) - How many ring's of light to spawn? // local.degrees_apart ( int ) - The integer in degrees to form the distance between lights // local.colour ( String ) - The colour/thread to use to spawn the lights // local.link ( integer ) - If 1 the coronas will link using a func beam // local.linkcolour ( vector ) - Colour to use for the func beam should it be used. // local.numsegments ( integer ) - Number of sections to use for the tree func beams // local.scale ( float ) - Scale for each corona, if NIL, default scale will be used. // // Returns - Array of the coronas spawned //========================================================//======================================================== // */ // Available Colour Threads // /* 'redcorona' - Red 'orangecorona' - Orange 'regcorona' - White "redlight" - Red light with lensflare "bluelight" - Blue light with lensflare "yellowlight" - Yellow light with lensflare //"whitelight" - White light with lensflare //'utilcorona' - White // Not used 'random' - All the same random colour 'different' - Each colour is different the last 'all_random' - All colours are randomly picked 'pattern' - Use the loop_colour_pattern thread in this file to determine the colour of each ring */ // Edit how you want the tree to look here: //Setup a table to hold the information on the tree lights pattern local.spawn_pattern = makearray //spawn a set of loops //rings? //distance between coronas //what colour to use? //Link with a func beam //Colour of funcBeam //number of segments for fun beam if used //Scale of the coronas "spawn_lights_loop" "6" "15" "pattern" "1" ( 0.0 0.0 1.0 ) "1" "1" //spawn a spiral //clockwise //rings //distance between coronas //what colour to use? //Link with a func beam //Colour of funcBeam //number of segments for fun beam if used //Scale of the coronas "spawn_lights_spiral" "0" "6" "10" "pattern" "1" ( 1.0 1.0 1.0 ) "1" "2" //spawn a spiral //clockwise //rings //distance between coronas //what colour to use? //Link with a func beam //Colour of funcBeam //number of segments for fun beam if used //Scale of the coronas //"spawn_lights_spiral" "1" "6" "10" "pattern" "1" ( 1.0 1.0 1.0 ) "1" "1" endarray end local.spawn_pattern //======================================================== // loop_colour_pattern: When spawn_lights_loop is used // with colour 'pattern', the colour // for each ring of lights is pulled // from here // // For each ring the colour at the position in the list // below, that equals the number of the current ring will // be used when choosing a colour for the coronas. // If the amount of rings is greater or less then the // number of colours in the list below. The list will // start again from the beginning. //======================================================== loop_colour_pattern: local.loop_colour_pattern = makearray "redcorona" //- Red "yellowlight" //- Yellow light with lensflare "orangecorona" //- Orange "bluelight" //- Blue light with lensflare "redcorona" //- Red "all_random" //- White "redcorona" //- Red "redlight" //- Red light with lensflare endarray end local.loop_colour_pattern //======================================================== // blink_pattern: Set here ho the tree should blink. // // There are various threads/methods available to blink // the lights and the specific layer of lights in // different ways, at variable settings. // // The list starts from the top and works it's way down to // the bottom. Once it reaches the bottom, it starts again // from the top. This goes on until the level ends. // If a thread is sugested that is in-correct , it will be // skipped. For example if you have no loops and you want // a loop to blink, it cant. // // The following is a list of the threads/meathods you can // use. // // Each thread will have the parameter 'wait', This means // 'wait till done' or wait until this has finished. If set // then the thread will wait until it has finished before // moving onto the next thread. // // // 'wait_for_time' - This tells the loop to wait a // ============== specified amount of time. THis is // the only thread/method that does // not have a wait setting. // // NOTE: There must always be at least one of these // in the blink loop pattern or it will cause // the server to crash. If you have any trouble // of have any questions, feel free to contact // me, ask in the forums. Details on contacting // me can be found at the top of this file. // // time ( integer ) - Time to wait for. // ================================================== // 'loop_all_blink' - This blinks all the lights // on the rings / loops // Parameters: // time ( integer ) - Time to blink for, in seconds. // loop ( integer ) - Which loop to blink. // ================================================== // 'sprial_all_blink' - This blinks all the lights // on the spirals // Parameters: // time ( integer ) - Time to blink for, in seconds. // sprial ( integer ) - Which sprial to blink. // ================================================== // 'random_blink' - This blinks a random light // from all of the lights on the // tree. // Parameters: // time ( integer ) - Time to blink for, in seconds. // ================================================== // 'ring_blink' - This blinks all the lights on a // ring of a given loop. // // Parameters: // time ( integer ) - Time to blink for, in seconds. // loop set number ( int ) - which loop of rings. set // above, if u have spanwed // 2 sets of light_loops. // the total number will be // 2, putting 1, will mean // you want to blink some // lights in the first loop // you apawned. // ring number ( integer ) - This is the ring number // in the loop of rings you // spawned. For example, if // you spawned 1 loop of 3 // rings, the total ring // number will be 3. // // ================================================== // 'sequence_ring_blink' - This blinks all the lights // on a given ring in order. // Parameters: // time ( integer ) - Time to blink for, in seconds. // clockwise ( integer ) - Should we go clockwise or // anti-clockwise?, right or // left, arround the ring. // loop set number ( int ) - which loop of rings. set // above, if u have spanwed // 2 sets of light_loops. // the total number will be // 2, putting 1, will mean // you want to blink some // lights in the first loop // you apawned. // ring number ( integer ) - This is the ring number // in the loop of rings you // spawned. For example, if // you spawned 1 loop of 3 // rings, the total ring // number will be 3. // ================================================== // 'sequence_spiral_blink' - This blinks all the // lights on the spiral // in order. // // Parameters: // time ( integer ) - Time to blink for, in seconds. // up ( integer ) - This sets should the lights start // blinking from the top, or the // bottom, making them travel up or // down. // sprial ( integer ) - Which sprial to blink. // ================================================== // 'sprial_all_hide' - This hides all the lights // on the spiral. // Parameters: // sprial ( integer ) - Which sprial to hide. // ================================================== // 'sprial_all_show' - This unhides all the lights // on the spiral. // Parameters: // sprial ( integer ) - Which sprial to hide. // ================================================== // 'loop_all_hide' - This hides all the lights // on the loop. // Parameters: // sprial ( integer ) - Which sprial to hide. // ================================================== // 'loop_all_show' - This unhides all the lights // on the loop. // Parameters: // sprial ( integer ) - Which sprial to hide. // ================================================== // 'ring_show' - This hides all the lights on the // ring of the loop provided. // // loop set number ( int ) - which loop of rings. set // above, if u have spanwed // 2 sets of light_loops. // the total number will be // 2, putting 1, will mean // you want to blink some // lights in the first loop // you apawned. // ring number ( integer ) - This is the ring number // in the loop of rings you // spawned. For example, if // you spawned 1 loop of 3 // rings, the total ring // number will be 3. // ================================================== // 'ring_hide' - This unhides all the lights on the // ring of the loop provided. // Parameters: // loop set number ( int ) - which loop of rings. set // above, if u have spanwed // 2 sets of light_loops. // the total number will be // 2, putting 1, will mean // you want to blink some // lights in the first loop // you apawned. // ring number ( integer ) - This is the ring number // in the loop of rings you // spawned. For example, if // you spawned 1 loop of 3 // rings, the total ring // number will be 3. // ================================================== // Tip: It is usualy a good idea to have the last // section wait till finish. //======================================================== blink_pattern: // Edit how you want the tree to animate and blink here: local.blink_pattern = makearray //Thread to run // Wait //blinka all lights in spiral //wait for me to finish //Time to stay blinked for //sprial set number "spiral_all_blink" 1 1.15 1 //blinka lights in spiral //wait for me to finish //Time to stay blinked for //clockwise //loop set number //ring number "sequence_ring_blink" 0 0.05 1 1 1 //blinka lights in spiral //wait for me to finish //Time to stay blinked for //clockwise //loop set number //ring number "sequence_ring_blink" 0 0.05 1 1 2 //blinka lights in ring //wait for me to finish //Time to stay blinked for //clockwise //loop set number //ring number "sequence_ring_blink" 0 0.05 1 1 3 //hide all sprial lights //wait for me to finish //sprial set number "spiral_all_hide" 1 1 //blink a ring in loop //wait for me to finish //Time to stay blinked for //loop set number //ring number "ring_blink" 1 0.10 1 4 //blink a ring in loop //wait for me to finish //Time to stay blinked for //loop set number //ring number "ring_blink" 1 0.10 1 5 //blink a ring in loop //wait for me to finish //Time to stay blinked for //loop set number //ring number "ring_blink" 1 0.10 1 6 //blink a ring in loop //wait for me to finish //sprial set number "spiral_all_show" 1 1 //Special thread to cause a pause. NOTE: You can increase the time, you can decrease the time. You can add more wait_for_time threads. // however, You MUST NOT remove this. There must always be at least one wait_for_time, or the server will crash. "wait_for_time" 0.60 endarray end local.blink_pattern

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149

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Date Added

August 13, 2014

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Filechristmas2.zip
Size17.55 KB
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