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source: code/branches/invaders/data/levels/old/CuboidSpaceStation.oxw @ 9819

Last change on this file since 9819 was 9348, checked in by landauf, 12 years ago

merged branch presentation2012merge back to trunk

  • Property svn:eol-style set to native
File size: 3.5 KB
Line 
1<?lua
2    include("HUDTemplates3.oxo")
3?>
4
5<?lua
6    include("templates/spaceshipAssff.oxt")
7?>
8
9<Level
10    name = "SpaceStation test Space!"
11    description = "All the new SpaceStations are created here!"
12>
13    <Scene
14        ambientlight = "0.5, 0.5, 0.5"
15        skybox = "Orxonox/Starbox"
16    >
17
18
19
20<!-------------------------------------------------------------------------------------------------------------------------------------------------------------------------->
21<?lua
22    dofile("includes/CuboidSpaceStation.lua")
23?>
24
25<!-- The following examples insert some space station in various ways, so I guess you will understand how to use my .lua file and the functions of it.
26--->
27
28<!-- Here I add a space station at position 0,0,0 without velocity and no rotation.
29--->
30<?lua
31    createSpaceStation()
32?>
33
34
35
36<!-- Here I add a space station at position 0,0,-5000 without velocity and no rotation.
37--->
38<PositionableEntity scale=1 position="0,0,-5000">
39    <attached>
40        <?lua
41            createSpaceStation()
42        ?>
43    </attached>
44</PositionableEntity>
45
46
47
48<!-- Here I add a space station at position 5000,0,0 with velocity 50,0,0 and a rotation so that the space station faces into the positive x-axis.
49--->
50<MovableEntity scale=1 position="5000,0,0" velocity="50,0,0" yaw=-90>
51    <attached>
52        <?lua
53            createSpaceStation()
54        ?>
55    </attached>
56</MovableEntity>
57
58
59
60<!-- Here I add a space station at position -5000,0,0 without velocity but rotation around his own y-axis.
61--->
62<MovableEntity scale=1 position="-5000,0,0" rotationaxis="0,1,0" rotationrate=5>
63    <attached>
64        <?lua
65            createSpaceStation()
66        ?>
67    </attached>
68</MovableEntity>
69
70
71
72<!-- Here I add a space station at position 10000,0,0 which will rotate around the position 0,0,0 and around his own axis in flight direction.
73---- To do so, I create a MovableEntity at position 0,0,0 and attach another MovableEntity with relative coordinates to the first MovableEntity 10000,0,0.
74---- I rotate the first MovableEntity, so the second Entity rotates around 0,0,0 in the x-,z-area with a radius 10000, and so does the space station,
75---- because the space station is attached to the second MovableEntity with relative coordinates 0,0,0 (this is defined in the .lua file).
76---- Then I rotate also the second MovableEntity around his own z-axis, so the space station rotates also around its own axis.
77--->
78<MovableEntity scale=1 position="0,0,0" rotationaxis="0,1,0" rotationrate=3>
79    <attached>
80        <MovableEntity scale=1 position="10000,0,0" rotationaxis="0,0,1" rotationrate=2>
81            <attached>
82                <?lua
83                    -- Here I use the createSpaceStationPar(...) function, which has 8 arguments, see the .lua file at the top to understand them.
84                    createSpaceStationPar(0,2,1,2,1,2,1,50)
85                ?>
86            </attached>
87        </MovableEntity>
88    </attached>
89</MovableEntity>
90
91
92
93<!-------------------------------------------------------------------------------------------------------------------------------------------------------------------------->
94
95
96
97    <ParticleSpawner position="0,0,0" source="Orxonox/BigExplosion1part3" lifetime=2.0 loop=0 autostart=0>
98      <events>
99        <spawn>
100          <EventTrigger delay=1>
101            <events>
102              <trigger>
103                <SpawnPoint position="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff />
104              </trigger>
105            </events>
106          </EventTrigger>
107        </spawn>
108      </events>
109    </ParticleSpawner>
110
111  </Scene>
112</Level>
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