TLChangeAreaGroundTiles
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[edit] TLChangeAreaGroundTiles(object, int, int, int, float)
Changes the tiles of an entire area.
[edit] Parameters
oArea
Area to change the tiles of
nGroundTileConst
nColumns
Columns in the area
nRows
Rows in the area
fZOffset
Z-axis coordinate for the tile magic. (Default: -0.4f)
[edit] Description
Change the type of the ground or (by default) sub ground tiles (i.e. water) to the specified type.
[edit] Remarks
This function will flood the entire area with the tile in question. nColumns and nRows indicate the size of the area. For instance, a 4 * 6 area will have 4 columns and 6 rows.
You may not want to flood your entire area, but this function will give you a pretty good idea how to use the tile magic (tm). Basically, you just create an invisible object in the center of a tile, and apply a permanent visual effect to that invisible object.
[edit] Requirements
#include " x2_inc_toollib "
[edit] Version
1.61
[edit] Example
// Create a Small (4x4) Rural or City Exterior area, place the Start Location // in the area and add this script to the area's OnEnter event. When the first // player (or creature) enters the area the TileMagic effect will be created. // This script will actually work from any object event except the module events. #include "x2_inc_toollib" void main() { object oArea = GetArea(OBJECT_SELF); // We only want to apply tilemagic if it does not already exist. if(GetLocalInt(oArea, "TILEMAGIC_APPLIED") == FALSE) { // Cover a 3x3 square with knee-high water: the square starts in the // area's bottom left corner and extends x columns right and y rows up. // NOTE: the water tile has a built in z-offset of -1m, so to make it // it knee-high for a human (about 0.5m) we have to raise it by 1.5m. TLChangeAreaGroundTiles(oArea, X2_TL_GROUNDTILE_WATER, 3, 3, 1.5); // Set a variable to indicate the tilemagic exists. SetLocalInt(oArea, "TILEMAGIC_APPLIED", TRUE); } }
[edit] See Also
functions: | |
constants: | |
tutorials: |
author: Lilac Soul, editors: Mistress, Sunjammer, Axe Murderer