- Timestamp:
- May 20, 2010, 2:50:59 PM (15 years ago)
- Location:
- code/branches/presentation3
- Files:
-
- 4 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/presentation3/data/levels/Level(Deathmatch).oxw
r6920 r6935 60 60 gametype=TeamDeathmatch 61 61 > 62 <lodinformation> 63 <MeshLodInformation mesh=Transporter.mesh lodQuality=10 /> 64 </lodinformation> 62 65 63 66 <!-- Ausgang: Szene ===> ambientlight/skybox --> … … 82 85 83 86 <!--Spieler Spawnpoint ===> position/direction--> 84 <SpawnPoint position="150,0,-50" direction="2000,0,-1000" spawnclass=SpaceShip pawndesign=spaceshipassffplayer team=0 active="true" > 87 <SpawnPoint position="150,0,-50" direction="2000,0,-1000" spawnclass=SpaceShip pawndesign=spaceshipassffplayer team=0 active="true" name=spawn1> 88 <events> 89 <activity> 90 <EventListener event="activateFirstSpawnpoint" /> 91 </activity> 92 </events> 93 <attached> 94 <Billboard position="0,0,0" colour="0,1.0,0" material="Examples/Flare"/> 95 </attached> 96 </SpawnPoint> 97 98 <SpawnPoint position="10000,0,3000" direction="2000,0,-1000" spawnclass=SpaceShip pawndesign=spaceshipassffplayer team=0 active="false" name=spawn2> 85 99 <events> 86 100 <activity> … … 88 102 </activity> 89 103 </events> 90 </SpawnPoint> 91 92 <SpawnPoint position="10000,0,3000" direction="2000,0,-1000" spawnclass=SpaceShip pawndesign=spaceshipassffplayer team=0 active="false" > 93 <events> 94 <activity> 95 <EventListener event="activateSecondSpawnpoint" /> 96 </activity> 97 </events> 104 <attached> 105 <Billboard position="0,0,0" colour="1.0,0,0" material="Examples/Flare"/> 106 </attached> 98 107 </SpawnPoint> 99 108 … … 231 240 <!--Erstellen des Asteroidenfeldes___FUNKTIONIERT_________________________________________________________________________________________________________________________________________OK--> 232 241 233 <StaticEntity position="3000,0,-1000"> 242 <?lua for i=0,100,1 do 243 x=math.random(250,4000) 244 y=math.random(-500,500) 245 z=math.random(1000,2000) 246 scale=math.random(20,70) 247 ?> 248 <MovableEntity collisionType=kinematic linearDamping=0.8 angularDamping=0 mass="<?lua print(scale * 5) ?>" position="<?lua print(x) ?>,<?lua print(y) ?>,<?lua print(z) ?>" rotationaxis="<?lua print(math.random()) ?>,<?lua print(math.random()) ?>,<?lua print(math.random()) ?>" rotationrate="<?lua print(math.random()*15) ?>"> 234 249 <attached> 235 <?lua for i=0,100,1 do 236 x=math.random(250,4000) 237 y=math.random(-500,500) 238 z=math.random(1000,2000) 239 scale=math.random(20,70) 240 ?> 241 <MovableEntity collisionType=kinematic linearDamping=0.8 angularDamping=0 mass="<?lua print(scale * 5) ?>" position="<?lua print(x) ?>,<?lua print(y) ?>,<?lua print(z) ?>" rotationaxis="<?lua print(math.random()) ?>,<?lua print(math.random()) ?>,<?lua print(math.random()) ?>" rotationrate="<?lua print(math.random()*15) ?>"> 242 <attached> 243 <Model scale=<?lua print(scale) ?> mesh="ast<?lua print( math.mod(i,6) + 1) ?>.mesh" shadow=false/> 244 </attached> 245 <collisionShapes> 246 <SphereCollisionShape radius="<?lua print(scale * 3) ?>" /> 247 </collisionShapes> 248 </MovableEntity> 249 <?lua end ?> 250 <Model scale=<?lua print(scale) ?> mesh="ast<?lua print( math.mod(i,6) + 1) ?>.mesh" shadow=false/> 250 251 </attached> 251 </StaticEntity> 252 <collisionShapes> 253 <SphereCollisionShape radius="<?lua print(scale * 3) ?>" /> 254 </collisionShapes> 255 </MovableEntity> 256 <?lua end ?> 252 257 253 258 <!--Erstellen des Ateroidenfeldes______ENDE__________________________________________________________________________________________________________________________________________________--> … … 255 260 <!--Erstellen von Asteroiden die zufaellig plaziert sind___________________________________________________________________________________________________________________________________OK--> 256 261 257 <StaticEntity position="0,0,0"> 258 <attached> 259 <?lua for i=0,150,1 do 260 x=math.random(-8000,8000) 261 y=math.random(-8000,8000) 262 z=math.random(-8000,8000) 263 ?> 264 <MovableEntity collisionType=kinematic linearDamping=0.8 angularDamping=0 mass="<?lua print(scale * 5) ?>" position="<?lua print(x) ?>,<?lua print(y) ?>,<?lua print(z) ?>" rotationaxis="<?lua print(math.random()) ?>,<?lua print(math.random()) ?>,<?lua print(math.random()) ?>" rotationrate="<?lua print(math.random()*15) ?>" > 265 <attached> 266 <Model scale=<?lua print(math.random(20,70)) ?> mesh="ast<?lua print( math.mod(i,6) + 1) ?>.mesh" shadow=false/> 267 </attached> 268 <collisionShapes> 269 <SphereCollisionShape radius="<?lua print(scale * 3) ?>" /> 270 </collisionShapes> 271 </MovableEntity> 272 <?lua end ?> 273 </attached> 274 </StaticEntity> 262 <?lua for i=0,150,1 do 263 x=math.random(-8000,8000) 264 y=math.random(-8000,8000) 265 z=math.random(-8000,8000) 266 ?> 267 <MovableEntity collisionType=kinematic linearDamping=0.8 angularDamping=0 mass="<?lua print(scale * 5) ?>" position="<?lua print(x) ?>,<?lua print(y) ?>,<?lua print(z) ?>" rotationaxis="<?lua print(math.random()) ?>,<?lua print(math.random()) ?>,<?lua print(math.random()) ?>" rotationrate="<?lua print(math.random()*15) ?>" > 268 <attached> 269 <Model scale=<?lua print(math.random(20,70)) ?> mesh="ast<?lua print( math.mod(i,6) + 1) ?>.mesh" shadow=false/> 270 </attached> 271 <collisionShapes> 272 <SphereCollisionShape radius="<?lua print(scale * 3) ?>" /> 273 </collisionShapes> 274 </MovableEntity> 275 <?lua end ?> 275 276 276 277 <!--Erstellen von Asteroiden die zufaellig plaziert sind______ENDE___________________________________________________________________________________________________________________________--> … … 405 406 <!--Erstellen von Feinden auf dem Weg zu den Transportern______ENDE__________________________________________________________________________________________________________________________--> 406 407 407 <DistanceTrigger name="activateSecondSpawnpoint" position="10000,0,3000" distance="1000" target="DistanceTriggerBeacon" targetname="PlayerDistanceTrigger" activations="1" stayactive="true" /> 408 <Trigger name=activateFirstSpawnpoint invert=true > 409 <DistanceTrigger name="activateSecondSpawnpoint" position="150,0,-300" distance="10" target="DistanceTriggerBeacon" targetname="PlayerDistanceTrigger" activations="1" stayactive="true"> 410 <attached> 411 <Billboard position="0,0,0" colour="0,0,1.0" material="Examples/Flare" /> 412 </attached> 413 </DistanceTrigger> 414 </Trigger> 408 415 409 416 </Scene> -
code/branches/presentation3/src/modules/objects/triggers/DistanceTrigger.cc
r6906 r6935 155 155 } 156 156 } 157 157 158 return false; 158 159 } -
code/branches/presentation3/src/modules/questsystem/QuestEffectBeacon.cc
r6906 r6935 134 134 if(pawn == NULL) 135 135 { 136 COUT(2) << "The QuestEffectBeacon was triggered by an entity other than a Pawn. " << std::endl;136 COUT(2) << "The QuestEffectBeacon was triggered by an entity other than a Pawn. (" << trigger->getIdentifier()->getName() << ")" << std::endl; 137 137 return false; 138 138 } -
code/branches/presentation3/src/orxonox/gametypes/TeamDeathmatch.cc
r6920 r6935 138 138 139 139 SpawnPoint* fallbackSpawnPoint = NULL; 140 141 140 if (teamSpawnPoints.size() > 0) 142 141 { 143 142 unsigned int randomspawn = static_cast<unsigned int>(rnd(static_cast<float>(teamSpawnPoints.size()))); 144 143 unsigned int index = 0; 144 // Get random fallback spawnpoint in case there is no active SpawnPoint. 145 145 for (std::set<SpawnPoint*>::const_iterator it = teamSpawnPoints.begin(); it != teamSpawnPoints.end(); ++it) 146 146 { … … 154 154 } 155 155 156 // Remove all inactive SpawnPoints from the list. 156 157 for (std::set<SpawnPoint*>::const_iterator it = teamSpawnPoints.begin(); it != teamSpawnPoints.end(); ) 157 158 { 158 if 159 { 160 COUT(1) << "MUP" << std::endl;159 if(!(*it)->isActive()) 160 { 161 COUT(1) << (*it)->getName() << " is inactive." << std::endl; 161 162 teamSpawnPoints.erase(it++); 162 163 continue; 163 164 } 165 COUT(1) << (*it)->getName() << " is active." << std::endl; 164 166 165 167 ++it; 166 168 } 169 170 COUT(1) << "MUP " << teamSpawnPoints.size() << std::endl; 167 171 168 172 randomspawn = static_cast<unsigned int>(rnd(static_cast<float>(teamSpawnPoints.size())));
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