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[3D工具&引擎] 一些脚本。。。

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发表于 2007-11-9 13:50:02 | 显示全部楼层 |阅读模式
我来这给大家分享一些C-script脚本。。。
1)
//太阳的LENS FLARE
var flare_dist = 0;
ACTION flare_ok
{
    MY.FLARE = ON;
    MY.BRIGHT = ON;
    MY.ALPHA = 40;
    WHILE (1)
    {
    flare_dist = vec_dist(PLAYER.X, MY.X) - 168;  
    IF (flare_dist > 325)
    {
    flare_dist = 325;
    }
    MY.SCALE_X = (flare_dist / 500 + 0.1);
    MY.SCALE_Y = (flare_dist / 500 + 0.1);
    IF (flare_dist < -40)
        {
        SET MY.INVISIBLE, ON;
        }
    ELSE
       {
       SET MY.INVISIBLE, OFF;
       }
   WAIT 1;
   }
}
3dmax+3drad=本人(3dmad) http://gdev.uu1001.com(游戏制作丛林)
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 楼主| 发表于 2007-11-9 13:52:34 | 显示全部楼层
2)弓箭
function dark_particle()
{
    MY_COLOR.RED = 128;
    MY_COLOR.BLUE = 128;
    MY.COLOR.GREEN = 32;
    MY_ACTION hurt_me;
//  particle_scatter();
}
ACTION hurt_me
{
if(EVENT_TYPE = EVENT_IMPACT) {your._HEALTH -= 10;}
}

//arrow action
function arrow()
{
WAIT(1);
MY._current_arrows -= 1;
WHILE (my._firing == ON)
{
MY.X += 1;
MY.LIGHTRED = 128;
MY.LIGHTGREEN = 32;
MY.LIGHTBLUE = 128;
EMIT(200,my.x,dark_particle();
WAITT(1);
if(EVENT_TYPE == EVENT_IMPACT && YOU != player)
{YOUR._HEALTH -= 5; MY._firing = OFF;REMOVE ME;
}
}
}
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 楼主| 发表于 2007-11-9 13:55:18 | 显示全部楼层
3)近距离攻击
/////////////////////////////////////////////////
define ud_wait,0;
define ud_attack,1;
define ud_approach,2;
define ud_die,4;

define body,skill29;
define undead,0;
define flesh,1;
define metal,2;
define _verts,skill36;

function body_hit_effect()
{
if(your.body == undead){ effect(particle_undead,1,target,nullvector);}
if(your.body == flesh){ effect(particle_blood,1,target,nullvector);}
if(your.body == metal){ effect(particle_metal,1,target,nullvector);}
}

function body_die_effect()
{
temp = random(my._verts);
ent_vertex(temp,temp);
if(my.body == undead){ effect(particle_undead,1,temp,nullvector);}
if(my.body == flesh){ effect(particle_blood,1,temp,nullvector);}
if(my.body == metal){ effect(particle_metal,1,temp,nullvector);}
}

bmap blood_map = <blood.tga>;
bmap undead_map = <undead.bmp>;

function vec_blood(&vec)
{
vec[0] = random(2) -1;
vec[1] = random(2) -1;
vec[2] = random(2) -1;
}

function func_fadeout()
{
my.alpha -= my.skill_x * time;
my.size += my.skill_y * time;
if(my.alpha < 0) { my.lifespan = 0; }
}

function particle_blood
{
vec_blood(temp);
vec_set(my.vel_x,temp);
my.move = on;
my.flare = on;
my.size = 20;
my.alpha = 25;
my.bmap = blood_map;
my.lifespan = 100;
my.skill_x = 1;
my.gravity = 0;
my.function = fade_func;
}

function particle_undead
{
vec_blood(temp);
vec_set(my.vel_x,temp);
my.move = on;
my.flare = on;
my.size = 20;
my.alpha = 50;
my.bmap = undead_map;
my.lifespan = 100;
my.skill_x = 2;
my.gravity = 0;
my.function = fade_func;
}

function particle_metal()
{
vec_fountain(temp);
vec_set(my.vel_x,temp); //set the velocity
my.lifespan = 50;
my.flare = on; //flare transparency
my.bright = on; //glowing effect
my.move = on; //move according to vel_x, vel_y, and vel_z
my.streak = on; //new streak effect
my.bmap = orange_map;
my.gravity = 3;
my.alpha = 50;
my.size = 10;
my.function = particle_alpha_fade;
}

function undead_init()
{
my.enable_shoot = on;
my.enable_scan = on;
my.enable_detect = on;
my.body = undead;
}

function undead_event()
{
if(my._health <= 0) { undead_die(); }
}

function undead_die()
{
my._state = ud_wait;
my._animdist = 0;
my.event = null;
my.enable_shoot = off;
my.enable_scan = off;
my.transparent = on;
my.bright = on;
my.alpha = 100;
while(my._animdist <= 100) {
ent_frame("death",my._animdist);
my._animdist += 7 * time;
wait(1);}
my.passable = on;
wait(20);
while(my.alpha > 0)
{
body_die_effect();
my.alpha -= time * 5;
my.z -= time * 0.5;
wait(1);
}
ent_remove(my);
}

action skeleton
{
wait(1);
undead_init();
my.skill30 = 291; //vertex # at hilt
my.skill31 = 300; //vertex # at point of blade
my._verts = 324; //# of verts in the model
my._health = 10; //starting health
my.event = undead_event;
my._state = ud_wait;
undead_wait();
}

function undead_wait()
{
my._state = ud_wait;
my._animdist = 0;
while(my._state == ud_wait)
{
if(my._health <= 0) { undead_die(); return;}
ent_cycle("stand",my._animdist);
my._animdist += 5 * time;
if(my._animdist >= 100) { my._animdist -= 100; }
force = 0;
actor_move();
if(vec_dist(player.x,my.x) <= 1000) {
undead_approach();}
wait(1);
}
}

function undead_approach()
{
my._state = ud_approach;
my._animdist = 0;
while(my._state == ud_approach && vec_dist(player.x,my.x) > 45)
{
if(my._health <= 0) { undead_die(); return;}
ent_cycle("run",my._animdist);
my._animdist += 5 * time;
if(my._animdist >= 100) { my._animdist -= 100; }
temp.x = player.x - my.x;
temp.y = player.y - my.y;
temp.z = player.z - my.z;
vec_to_angle(my_angle,temp);
force = 3;
actor_turn();
force = 3;
actor_move();
wait(1);
}
undead_attack();
}

function undead_attack()
{
my._state = ud_attack;
my._animdist = 0;
while(my._state == ud_attack && vec_dist(player.x,my.x) < 50)
{
my._animdist = 0;
while(my._animdist <= 100) {
if(my._health <= 0) { undead_die(); return;}
ent_frame("attack",my._animdist);
my._animdist += 15 * time;
//
ent_vertex(p,my.skill30);
ent_vertex(p2,my.skill31);
trace_mode = IGNORE_ME + IGNORE_PASSABLE + ACTIVATE_SHOOT;
trace(p2,p);
if(YOU != NULL) {
your._health -= 1;
body_hit_effect();}
//
wait(1);}
/* ent_vertex(p,my.skill30);
ent_vertex(p2,my.skill31);
trace_mode = IGNORE_ME + IGNORE_PASSABLE + ACTIVATE_SHOOT;
trace(p2,p);
if(YOU != NULL) {
your._health -= 10;
body_hit_effect();}
wait(1);*/
my._animdist = 0;
while(my._animdist <= 100) {
if(my._health <= 0) { undead_die(); return;}
ent_frame("recoil",my._animdist);
my._animdist += 20 * time;
//
ent_vertex(p,my.skill30);
ent_vertex(p2,my.skill31);
trace_mode = IGNORE_ME + IGNORE_PASSABLE + ACTIVATE_SHOOT;
trace(p2,p);
if(YOU != NULL) {
your._health -= 1;
body_hit_effect();}
//
wait(1);}
wait(1);
}
undead_approach();
}

function add_health()
{
your._health += my.skill3;
if(your._health > 100){your._health = 100;}
effect(particle_health,10,my.x,nullvector);
ent_remove(my);
}

action health_vial
{
my.transparent = on;
my.bright = on;
my.alpha = 100;
my.enable_push = on;
my.event = add_health;
my.skill1 = random(360);
my.skill2 = my.z;
my.skill3 = 10;
my.push = -10;
while(1)
{
my.skill1 += time * 10;
my.z = my.skill2 + sin(my.skill1 * 2);
wait(1);
}
}
3dmax+3drad=本人(3dmad) http://gdev.uu1001.com(游戏制作丛林)
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 楼主| 发表于 2007-11-9 13:56:40 | 显示全部楼层
4)游泳
var current_breath_time = 10; //seconds
var max_breath_time = 10; //seconds (short for example)
var drowning_flag = OFF; // Not curretnly drowning
var underwater_check; // used to hold camera content var

SOUND ahh_wav = <ahh.wav>; // sound when damaged

// temporary action to assign to the swimming character

ACTION swimmer
{
//player = ME;
my._health = 100;

underwater_function();    //Check to see if player is underwater (always running)
player_walk();
}


// This shows the amount of seconds left the character
// can hold his or her breath
// It should be replaced with a real panel
panel breath_remaining_panel
{
pos_x = 10;
pos_y = 20;
LAYER = 2;
FLAGS = D3D,refresh,visible;
DIGITS 10,20,3,standard_font,1,current_breath_time;
DIGITS 50,20,3,standard_font,1,player._health;
}


// This function is called when the character has run out of air while underwater
FUNCTION drowning()
{
while (underwater_check == content_passable) // as long as the player is underwater
    {
    drowning_flag = ON; // is currently drowning
    my._health -= 10; //subtract health (change this)
    PLAY_SOUND ahh_wav, 25; // that doesn't feel good
    waitt(32); //two seconds before reducing health again

    if (my._health <= 0 ) // If health is gone
        {
        // code to kill the player here
        // I'll just do a simple template tip and then exit
        msg.string = ("You have drowned!");
        show_message();
        player_tip(); // kock the character over
        waitt(64);
        game_exit(); // kicks you out of the game
        }
    }

drowning_flag = OFF; // Not underwater anymore, so not drowning
current_breath_time = max_breath_time; // Not underwater, so can breath again
//PLAY_SOUND big_gasp_wav, 75; // add your own big gasp sound
}

// This function runs all the time and checks to see if the character is in a
// passable block, which means he or she is underwater
FUNCTION underwater_function()
{
while (player == null) { wait(1); } // wait until there is a player

while(1) // run forever -- endless loop
    {
    // set the contents of camera.x to a var
    underwater_check = content(camera.x);
   
    // While the character is underwater...
    while (underwater_check == content_passable)
        {
        underwater_check = content(camera.x); // set it again
        
        // while the player still has some air
        while ( (current_breath_time >= 1) && (underwater_check == content_passable) )
            {
            underwater_check = content(camera.x); // set it again
            current_breath_time -= 1; // the character starts holding his or her breath
            waitt(16); //wait a second before decreasing breath time
            }
        
        // if the character is out of breath
        // and hasn't started to drown yet
        if ( (current_breath_time <=0) && (drowning_flag == OFF) )
            {
            drowning();
            } // No more air; player starts to drown
        
        // if the character surfaced
        if (underwater_check != content_passable)
            {
            // came up for air, for play a gasp sound
            //PLAY_SOUND small_gasp_wav, 50; }
            current_breath_time = max_breath_time; // replenish air
            }
        wait(1);
        }
    wait(1);
    }
}
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 楼主| 发表于 2007-11-9 13:58:08 | 显示全部楼层
5)草
var gresult=0;
var grassmode=0; // 0= no grass 1= grass
var scandist[3]=10,10,10;  //xyz coord higher means more grass
//                          depressed when walked on
var grdist=2; // should equal value of x in scandist
var anim=0;

var counter_x=0;
var counter_y=0;
var grass_vec[3]=0,0,0;
var grass_ang[3]=0,0,0;
var counter2=0;
function grass(){ // area in quants of the patch of grass

vec_set(grass_vec,my.x);
grass_vec.y=my.y;
while(counter_x< &&,grass_vec,grassact);
counter2+=1;
grass_vec.y+=my.skill4;
counter_y+=my.skill4;

//grass_ang.tilt= random (3);
//grass_ang.roll= random (3);
//grass_ang.pan= random (3);
//vec_set(you.roll,grass_ang);
//vec_set(you.tilt,grass_ang);
//vec_set(you.pan,grass_ang);
}
counter_y=0;
counter_x+=my.skill3/my.skill1;
grass_vec.y=my.y;
grass_vec.x+=my.skill3;
wait(1);
}
}


action grassemit
{
my.passable=on;
my.invisible=on;
grass();
}

var tracevec[3];
var result;
action grassact{
my.transparent=on;
my.passable=on;
tracevec.x=my.x;
tracevec.y=my.y;
tracevec.z=-50000;
trace_mode=ignore_me;
result=trace(my.z,tracevec);
while(my.z>result){
my.z-=1;
wait(1);
}
}
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 楼主| 发表于 2007-11-9 14:00:03 | 显示全部楼层
6)血
//需要一个血的图命名为blood.bmp
bmap blood_map = <blood.bmp>;
function fade_func()
{
my.alpha -= my.skill_x * time;
if(my.alpha < 0) { my.lifespan = 0; }
}
function vec_blood(&vec)
{
vec[0] = random(20)-10;
vec[1] = random(20)-10;
vec[2] = random(20)+10;
}
function particle_blood
{
vec_blood(temp);
vec_set(my.vel_x,temp);
my.move = on;
my.streak = on;
my.flare = on;
my.size = 10;
my.alpha = 65;
my.bmap = blood_map;
my.lifespan = 35;
my.skill_x = 2;
my.gravity = 6;
my.function = fade_func;
}

function _body_gib_action()
{
// zähle die Teile um den actor_scale-Betrag herunter
if (gibnow >= gibmax) { ent_remove(my); end; }
gibnow += 1;
vec_scale(my.SCALE_x,actor_scale);
my.enable_block = on;
// Init gib bit
my._speed_x = 15 * (RANDOM(10) - 5); // -125 -> +125
my._speed_y = 15 * (RANDOM(10) - 5); // -125 -> +125
my._speed_z = RANDOM(35) + 15; // 15 -> 50
my._aspeed_pan = RANDOM(35) + 5; // 35 -> 70
my._aspeed_tilt = RANDOM(35) + 5; // 35 -> 70
my._aspeed_roll = RANDOM(35) + 5; // 35 -> 70
my._force = 0;
my.roll = RANDOM(180); // starte mit einer zufälligen Ausrichtung
my.pan = RANDOM(180);
my._force = -2;
my.push = -1; // ermögliche es dem Anwender/allowFeind, hindurchzugegen
abspeed[0] = 5 * my._speed_x;
abspeed[1] = 5 * my._speed_y;
abspeed[2] = my._speed_z * time * 5;
move(me,nullskill,abspeed); //bewege sie vom Ausgangspunkt weg, damit
// wir keine treibennde Blutflecken bekommmen

// Animiere Einzelteile
my.skill9 = 50;
while(my.skill9 > -75)
{
abspeed[0] = my._speed_x * time;
abspeed[1] = my._speed_y * time;
abspeed[2] = my._speed_z * time;
my.pan += my._aspeed_pan * time;
my.tilt += my._aspeed_tilt * time;
my.roll += my._aspeed_roll * time;
vec_scale(absdist,movement_scale); // skaliere den Absolutabstand durch
// movement_scale
move(me,nullskill,abspeed);
effect(particle_blood,bloodlevel * time,my.x,nullskill);
if(bounce.z)
{
create(<blooda.bmp>,my.x,blood_spat);
my._speed_z = -(my._speed_z/2);
if(my._speed_z < 0.25)
{
my._speed_x = 0;
my._speed_y = 0;
my._speed_z = 0;
my._aspeed_pan = 0;
my._aspeed_tilt = 0;
my._aspeed_roll = 0;
}
gibvar = bloodlevel * splatlevel;
effect(particle_blood,gibvar * time,my.x,nullskill);
// my.skill9 -= 100;
}
my._speed_z -= 2;
my.skill9 -= 1;
wait(1);
}
my.passable = on;
// ausblenden
my.transparent = on;
my.alpha = 100;
while(1)
{
my.alpha -= 5*time;
if(my.alpha <=0)
{
// entfernen
gibnow -= 1;
ent_remove(my);
return;
}
wait(1);
}
}
function blood_spat()
{
scan_sector.pan = 360;
scan_sector.roll = 360;
scan_sector.tilt = 360;
my_angle.pan = my.pan;
my_angle.tilt = my.tilt;
scan(my.x,my_angle,scan_sector);
if(bullet_hole_counter <= kmaxbullethole && you != player)
{
bullet_hole_counter += 1; // inc bullet hole counter
my.transparent = on;
my.passable = on;
my.oriented = on;
vec_to_angle(my.pan,normal); // dreht sich zur Zielnormalen
waitt(160); // Lebensdauer des Blutes, bevor es verschwindet.
// warte einen festgelegte Zeit mit waitt(160), besser,
// als 160 Frames wait(160)
while(my.alpha > 0) // fade out
{
my.alpha -= time;
waitt(1);
}
bullet_hole_counter -= 1; // verringere bullet hole counter
ent_remove(my);
}
else
{
ent_remove(my);
}
}
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 楼主| 发表于 2007-11-9 14:02:19 | 显示全部楼层
7)天气
//需要自备很多图
DEFINE weather_rain     = 1;                //Regen
DEFINE weather_storm     = 2;                //Gewitter
DEFINE weather_snow     = 3;                //Schnee

define rain_fog = 50;
define sky_color_rain = 80;
define snow_fog = 40;

var weather;
var weather_strength;
var weather_timer;
var weather_mem;
var distance;
var mypos;
var myangle;
var night;
var act_weather = 9;

bmap slider = <slider.pcx>;
bmap slider_background = <slider_b.pcx>;
bmap akt_w = <akt_w.pcx>;

string empty_str = "                          ";
string fog_str = "CAMERA.FOG =";
string rain_str = "RAIN PARTICLE =";
string snow_str = "SNOW PARTICLE =";

TEXT panel_txt {
    POS_X = 0;
    POS_Y = 60;
    FONT = standard_font;
    STRING = empty_str;
}

PANEL fog_panel {
    POS_X = 10;
    POS_Y = 35;
    BMAP slider_background;
    DIGITS 065,25,3,standard_font,1,camera.fog;
    HSLIDER 0,0,100,slider,0,100,camera.fog;
    FLAGS  = refresh,overlay;
}

PANEL weather_particel_panel {
    POS_X = 10;
    POS_Y = 35;
    BMAP slider_background;
    DIGITS 80,25,3,standard_font,1,weather_strength;
    HSLIDER 0,0,100,slider,0,100,weather_strength;
    FLAGS  = refresh,overlay;
}

BMAP    sky = <sky.pcx>;
BMAP    sky_light = <sky_light.pcx>;
BMAP    sky_light2 = <sky_light2.pcx>;
BMAP    cloud =<cloud.pcx>;
BMAP    sky_day = <sky_day.pcx>;
BMAP    cloud_day =<cloud_d.pcx>;
BMAP    drop = <drop.pcx>;
BMAP    snow = <snow.pcx>;

BMAP    raining = <rain.pcx>;
BMAP    snowing = <snowfall.pcx>;
BMAP    day = <day.pcx>;
BMAP    night_p = <night.pcx>;
BMAP    th_storm= <thstorm.pcx>;
BMAP    fog_p = <fog.pcx>;
BMAP    lightn = <lightn.pcx>;
BMAP    tornado = <tor_ic.pcx>;
BMAP    fog_sky = <fog_sky.pcx>;

PANEL weather_panel {
    POS_X = 30;
    POS_Y = 440;
    BUTTON 0,0,snowing,snowing,snowing,start_snow,null,null;
    BUTTON 40,0,raining,raining,raining,start_rain,null,null;
    BUTTON 80,0,th_storm,th_storm,th_storm,start_storm,null,null;
    BUTTON 120,0,fog_p,fog_p,fog_p,start_fog,null,null;
    BUTTON 160,0,lightn,lightn,lightn,lightning,null,null;
    BUTTON 200,0,day,day,day,set_day,null,null;
    BUTTON 240,0,night_p,night_p,night_p,set_night,null,null;
    BUTTON 280,0,tornado,tornado,tornado,null,null,null;
    flags = refresh;
}

PANEL act_weather_panel {
    POS_X = 26;
    POS_Y = 436;
    hbar 0,0,320,akt_w,40,act_weather;
    flags = refresh,transparent;
}

SOUND thunder = <thunder.wav>;
SOUND rain = <rain.wav>;

#'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
#    Schnee
#'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''

function stop_snow;

function start_snow ()
{
    if (weather == weather_snow)
    {
        weather_particel_panel.visible = off;
        fog_panel.visible = off;
        panel_txt.string = empty_str;
        act_weather = 9;
        stop_snow ();
         return;
    }
    if (weather == weather_rain || weather == weather_storm) {return;}
    act_weather = 0;
    weather_particel_panel.visible = on;
    fog_panel.visible = off;
    panel_txt.string = snow_str;
    let_it_snow ();
}

function let_it_snow ()
{
    if (weather == weather_snow) {stop_snow (); return;}
    if (weather == weather_rain || weather == weather_storm) {return;}
    weather = weather_snow;
    weather_strength = 80;
    snow_akt ();
    if (night == 0)
    {
        fog_color = 1;
        camera.fog = snow_fog;
    }
}

function stop_snow ()
{
    if (night == 0)
    {
        camera.fog = 0;
        fog_color = 0;
    }
    weather = 0;
}

function snow_eff ()
{
    my.bmap = snow;
    my.lifespan = 40;
    my.x += random(1000)-500;
    my.y += random(1000)-500;
    my.z += random(100)-50;
    my.move = on;
    my.flare = on;
    my.vel_x = random(16)-8;
    my.vel_y = random(16)-8;
    my.vel_z = -6;
    my.function = null;
}

function snow_akt ()
{
    WHILE    (weather == weather_snow)
    {
        set_cam_pos ();
        distance = 200;
        set_pos ();
        MyPos.Z = CAMERA.Z + 150;
        effect (snow_eff,weather_strength,MyPos,nullskill);
        wait (3);
    }
}

#'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
#    Regen
#'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''

function stop_rain;

function start_rain ()
{
    if (weather == weather_rain)
    {
        stop_rain ();
        weather_particel_panel.visible = off;
        fog_panel.visible = off;
        panel_txt.string = empty_str;
        act_weather = 9;
        return;
    }
    if (weather == weather_snow || weather == weather_storm) {return;}
    act_weather = 1;
    weather_particel_panel.visible = on;
    fog_panel.visible = off;
    panel_txt.string = rain_str;
    let_it_rain ();
}

function  let_it_rain ()
{
    if (weather == weather_rain) {stop_rain (); return;}
    if (weather == weather_snow || weather == weather_storm) {return;}
    weather = weather_rain;
    play_loop (rain,30);
    weather_mem = result;
    weather_strength = 70;
    rain_akt ();
    if (night == 0)
    {
        fog_color = 1;
        sky_color.red = sky_color_rain;
        sky_color.green= sky_color_rain;
        sky_color.blue = sky_color_rain;
        camera.fog = rain_fog;
    }
}

function stop_rain ()
{
    stop_sound (weather_mem);
    if (night == 0)
    {
        sky_color.red = 250;
        sky_color.green= 250;
        sky_color.blue = 250;
        camera.fog = 0;
        fog_color = 0;
    }
    weather = 0;
}

function rain_eff ()
{
    my.bmap = drop;
    my.lifespan = 20;
    my.x += random(1000)-500;
    my.y += random(1000)-500;
    my.z += random(100)-50;
    my.move = on;
    my.flare = on;
    my.vel_x = 0;
    my.vel_y = 0;
    my.vel_z = -40;
    my.size = 8;
    my.function = null;
}

function rain_akt ()
{
    WHILE    (weather == weather_storm || weather == weather_rain)
    {
        set_cam_pos ();
        distance = 200;
        set_pos ();
        MyPos.Z = CAMERA.Z + 200;
        effect (rain_eff,weather_strength,MyPos,nullskill);
        wait (3);
    }
}

#'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
#    Gewitter
#'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''

function start_storm ()
{
    if (weather == weather_snow || weather == weather_rain) {return;}
    if (weather == weather_storm)
    {
        stop_rain ();
        weather_particel_panel.visible = off;
        fog_panel.visible = off;
        panel_txt.string = empty_str;
        act_weather = 9;
        return;
    }
    storm  ();
    wait (1);
    act_weather = 2;
    weather_particel_panel.visible = on;
    fog_panel.visible = off;
    panel_txt.string = rain_str;
}

function storm ()
{
    if (weather == weather_snow || weather == weather_rain) {return;}
    if (weather == weather_storm) {stop_rain (); return;}
    let_it_rain ();
    weather = weather_storm;
anfang:
    weather_timer = RANDOM(100)+150;
    WHILE     (weather_timer > 0)
    {
        weather_timer -= 1*time;
        WAIT (1);
    }
    IF (weather == weather_storm)
    {
        lightning ();
        GOTO    anfang;
    }
}

#'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
#    Blitze
#'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''

function lightning ()
{
    temp = RANDOM(20);
    IF (temp <=10 ) {lightning1 ();}
    ELSE {lightning2 ();}
}

function lightning1 ()
{
    create <blitz.pcx>,temp,lightning_ent;
    play_sound (thunder,50);
    SKY_MAP = sky_light;
    if (night) {CAMERA.FOG -= 80;}
    wait (1);
    SKY_MAP = sky_light2;
    if (night) {CAMERA.FOG += 30;}
    wait (2);
    if (night) {CAMERA.FOG += 20;}
    wait (1);
    SKY_MAP = sky_light;
    if (night) {CAMERA.FOG -= 40;}
    wait (3);
    SKY_MAP = sky_light2;
    if (night) {CAMERA.FOG += 30;}
    wait (1);
    SKY_MAP = sky;
    if (night) {CAMERA.FOG += 40;}
    wait (2);
    SKY_MAP = sky_light2;
    if (night) {CAMERA.FOG -= 30;}
    wait (1);
    if (night == 1) {SKY_MAP = sky;}
    else {SKY_MAP = sky_day;}
    if (night) {CAMERA.FOG += 30;}
}

function lightning2 ()
{
    create <blitz.pcx>,temp,lightning_ent;
    play_sound (thunder,50);
    SKY_MAP = sky_light;
    if (night) {CAMERA.FOG -= 80;}
    wait (4);
    SKY_MAP = sky_light2;
    if (night) {CAMERA.FOG += 50;}
    wait (3);;
    SKY_MAP = sky_light;
    if (night) {CAMERA.FOG -= 40;}
    wait (2);
    if (night == 1) {SKY_MAP = sky;}
    else {SKY_MAP = sky_day;}
    if (night) {CAMERA.FOG += 70;}
}

function lightning_ent ()
{
    temp = ent_path ("lightning_path");
    if (temp == 0) {goto blitz_end;}
    temp.z = int(random(temp)+1);
    ent_waypoint (temp,temp.z);
    vec_set (my.pos,temp);
    my.flare = on;
    my.blend = on;
    my.scale_x = 2;
    my.scale_y = 5;
    wait (10);
blitz_end:
    remove me;
}

#'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
#    NEBEL
#'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''

function start_fog ()
{
    if (weather != 0 || night) {return;}
    if (fog_color != 3)
    {
        act_weather = 3;
        weather_particel_panel.visible = off;
        fog_panel.visible = on;
        panel_txt.string = fog_str;
    }
    else
    {
        act_weather = 9;
        weather_particel_panel.visible = off;
        fog_panel.visible = off;
        panel_txt.string = empty_str;
    }
    set_fog ();
}

function set_fog ()
{
    if (weather != 0 || night) {return;}
    if (fog_color != 3)
    {
        fog_color = 4;//3;
        camera.fog = 50;
        sky_map = fog_sky;
        cloud_map = fog_sky;
    }
    else
    {
        fog_color = 0;
        sky_map = sky_day;
        cloud_map = cloud_day;
    }
}

#'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
#    TAG / NACHT
#'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''

function set_day ()
{
    if (night == 0) {return;}
    SKY_MAP = sky_day;
    CLOUD_MAP = cloud_day;
    sky_color.red = 25;
    sky_color.green= 25;
    sky_color.blue = 25;
    night = 0;
    while (1)
    {
        sky_color.red += 25*time;
        sky_color.green += 25*time;
        sky_color.blue += 25*time;
        camera.fog -= 5 * time;
        if (weather == 0)
        {
            if (sky_color.red >= 250 && sky_color.green >= 250 && sky_color.blue >= 250)
            {
                fog_color = 0;
                sky_color.red = 250;
                sky_color.green = 250;
                sky_color.blue = 250;
                break;
            }
        }
        if (weather == weather_snow)
        {
            if (sky_color.red >= 250 && sky_color.green >= 250 && sky_color.blue >= 250)
            {
                fog_color = 1;
                camera.fog = snow_fog;
                break;
            }
        }
        if (weather == weather_rain || weather == weather_storm)
        {
            if (sky_color.red >= sky_color_rain && sky_color.green >= sky_color_rain && sky_color.blue >= sky_color_rain)
            {
                fog_color = 1;
                camera.fog = rain_fog;
                sky_color.red = sky_color_rain;
                sky_color.green= sky_color_rain;
                sky_color.blue = sky_color_rain;
                break;
            }
        }
        wait (1);
    }
}

function set_night ()
{
    if (night) {return;}
    night = 1;
    fog_color = 1;
    while (1)
    {
        sky_color.red -= 25*time;
        sky_color.green -= 25*time;
        sky_color.blue -= 25*time;
        camera.fog += 5 * time;
        if (camera.fog > 80) {camera.fog = 80;}
        if (sky_color.red <= 25) {break;}
        wait (1);
    }
    SKY_MAP = sky;
    CLOUD_MAP = cloud;
    camera.fog = 80;
    sky_color.red = 250;
    sky_color.green= 250;
    sky_color.blue = 250;
}

#'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''

function  set_pos ()
{
    temp.X = COS(MyAngle.PAN);
    temp.Y = SIN(MyAngle.PAN);
    temp.Z = distance*COS(MyAngle.TILT);
    MyPos.X = MyPos.X + temp.Z*temp.X;
    MyPos.Y = MyPos.Y + temp.Z*temp.Y;
    MyPos.Z = MyPos.Z + distance*SIN(MyAngle.TILT);
}

function set_cam_pos ()
{
    vec_set (MyPos,camera.pos);
    MyAngle.PAN = CAMERA.PAN;
}

#'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''

//on_1 = let_it_snow;
on_2 = let_it_rain;
//on_3 = storm;
//on_4 = set_fog;
//on_5 = lightning;
//on_6 = set_day;
//on_7 = set_night;
3dmax+3drad=本人(3dmad) http://gdev.uu1001.com(游戏制作丛林)
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Archiver|手机版|小黑屋|幻想森林

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