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How to use the source code

Posted: Fri May 10, 2013 11:28 am
by hug0905
copied from the instructions.txt

Code: Select all

How to add new rooms:

- first you need to add the information of the room in Data\rooms.ini
	- "mesh path" is the path of the room model
	- shape determines the layout of the room:
		- 1 = a "dead end room" with only one door leading to it
		- 2 = a room with two doors opposite to each other (a hallway)
		- 2C = a "corner room" with two doors, like the lockrooms
		- 3 = a T-shaped room with three doors
		- 4 = a room with four doors, such as the "room4tunnels" -room
	- commoness determines how often the map generation algorithm uses the room
	if you want the room to appear only once per map, set the commonness value 
	to 0 and place the room into the map by adding it into the "CreateMap"-function
	in the "MapSystem.bb"-file

- if you need to place items, triggers, additional doors or other things into the room,
see the "FillRoom"-function the "MapSystem.bb"-file

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How to add new events:

- Events are placed into rooms in the "InitEvents"-function in the "Main.bb"-file.
- You can add a new event using the "CreateEvent"-function. The function has the following
parameters:
	- eventname$ = the name of the event. It can be anything, as long as you're using
	the same name in the UpdateEvents-function
	- roomname$ = the event is only assigned to rooms with this name
	- id% = determines which of the rooms the event is assigned to:
		- 0 will assign it to the first generated room, 1 to the second, etc	
	- prob# = can be used to randomly assign events into some rooms
		- 0.5 means that there's a 50% chance that event is assigned to the rooms
		- 1.0 means that the event is assigned to every room
		- the id%-variable is ignored if prob# > 0.0
		- the prob#-variable is ignored if it's value is 0.0

- Events are updated in the "UpdateEvents"-function. See the existing events to get an idea
of how the events work.

- The events-type has the following fields which you can use when updating the event:
	- room = the room which the event has been assigned to
		- the room-field can be used to gain access to the objects, doors and
		triggers in the room. For instance, you could add a pivot to the room
		and store it in the Objects[n]-field of the room type, and refer to it
		as event\room\objects[n]
	- Eventstate#, Eventstate2#, Eventstate3# = Just three float variables which can
	be used as timers for example
	- Sound% = a variable for storing a sound clip, to make it easier to free the clip
	when it is no longer needed
	- SoundCHN%, SoundCHN2% = These can be used to track whether a sound clip is playing
	(using "ChannelPlaying"-function). They are also automatically paused when the
	inventory or the menu is opened.
	- img% = a variable for storing an image, if one is needed in the event


Re: How to use the source code

Posted: Fri May 10, 2013 12:09 pm
by Nemet Robert
I saw that instructions text file somewhere. Was it the 008 mod for 0.6.6?

Re: How to use the source code

Posted: Fri May 10, 2013 12:19 pm
by CommanderMark
........

Re: How to use the source code

Posted: Fri May 10, 2013 5:52 pm
by FoxMccloud64
Why do we even need this thread when you can see it in the instruction thing?

Lock this thread, it's useless

Re: How to use the source code

Posted: Fri May 10, 2013 8:16 pm
by hug0905
FoxMccloud64 wrote:Why do we even need this thread when you can see it in the instruction thing?

Lock this thread, it's useless
you can't tell the mods what to do, let the mods decide on there own.

Re: How to use the source code

Posted: Fri May 10, 2013 8:24 pm
by Trialtrex21
ORLY!?

Locking.