Changeset 8980
- Timestamp:
- Dec 14, 2011, 2:38:37 PM (13 years ago)
- Location:
- code/branches/presentation2011
- Files:
-
- 34 edited
- 4 copied
Legend:
- Unmodified
- Added
- Removed
-
code/branches/presentation2011
- Property svn:mergeinfo changed
/code/branches/gamecontent (added) merged: 8893,8895,8899-8901,8904,8907,8909-8910,8922-8924,8930,8932,8941-8942,8950-8951,8956
- Property svn:mergeinfo changed
-
code/branches/presentation2011/data/levels/dynamicMatch.oxw
r8977 r8980 38 38 39 39 <!-- -----------12-Spawnpoints around the planet------------- --> 40 <!-- inner Spawnpoints --> 40 41 <TeamSpawnPoint team=0 position="1000,0,0" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff/> 41 42 <TeamSpawnPoint team=0 position="-1000,0,0" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff/> -
code/branches/presentation2011/data/levels/fightInOurBack.oxw
r8891 r8980 110 110 name="Fight in our back" 111 111 description="Our fleet is far ahead of us. We need to get rid of all the enemies in its back, because we do not want our enemies to attack from everywhere. So let us clear this Sector!" 112 gametype= TeamDeathmatch112 gametype=Mission 113 113 > 114 114 <templates> … … 214 214 <?lua for i=0,0,1 do 215 215 x=800 216 health= 2050216 health=1500 217 217 ?> 218 218 <!--Transporter 1--> … … 239 239 240 240 <?lua for j=0,1,1 do 241 health=1 600241 health=1300 242 242 x=800 243 243 z=j*300 -
code/branches/presentation2011/data/levels/includes/weaponSettingsSpacecruiser.oxi
r8891 r8980 1 1 <weaponslots> 2 <WeaponSlot position="-20,-15,-108" /> 3 <WeaponSlot position=" 20,-15,-108" /> 4 <WeaponSlot position=" 0, -7,-110" /> 5 <WeaponSlot position="-14,-31,-184" /> 6 <WeaponSlot position=" 14,-31,-184" /> 7 <WeaponSlot position="-34,-30,-169" /> 8 <WeaponSlot position=" 34,-30,-169" /> 9 2 <WeaponSlot position="-20,10,2" /> 3 <WeaponSlot position=" 20,10,2" /> 4 <WeaponSlot position=" 0,18,0" /> 5 <WeaponSlot position="-14,-6,-74" /> 6 <WeaponSlot position=" 14,-6,-74" /> 7 <WeaponSlot position="-34,-5,-59" /> 8 <WeaponSlot position=" 34,-5,-59" /> 10 9 </weaponslots> 11 10 <weaponsets> -
code/branches/presentation2011/data/levels/lastManStanding.oxw
r8977 r8980 50 50 <Model position="0,0,0" scale=140 mesh="asteroid_UV.mesh" shadow=true /> 51 51 <Model position="-160,40,28.4" scale=1 mesh="sphere.mesh" /><!--EasterEgg indicator--> 52 <PickupSpawner position="-160,40,17" triggerDistance="20" respawnTime="5" maxSpawnedItems="15"><!--EasterEgg -->52 <PickupSpawner position="-160,40,17" triggerDistance="20" respawnTime="5" maxSpawnedItems="15"><!--EasterEgg : invisible pickup is hidden inside the asteroid --> 53 53 <pickup> 54 54 <InvisiblePickup template=hugeinvisiblepickup /> -
code/branches/presentation2011/data/levels/lastTeamStanding.oxw
r8977 r8980 16 16 17 17 <Level 18 gametype = "LastTeamStanding" 18 name = "Last Team Standing" 19 description = "testmap for gametype last team standing" 20 gametype = "TeamGametype" 19 21 > 20 22 <templates> -
code/branches/presentation2011/data/levels/lastTeamStandingII.oxw
r8891 r8980 95 95 </StaticEntity> 96 96 <!-- END of CUBE--> 97 97 98 <!-------------- Centered Thin Gate --------------> 98 99 … … 412 413 <TeamSpawnPoint team=3 position="845,350,835" direction="0,0,-1" spawnclass=SpaceShip pawndesign=spaceshipassff /> 413 414 <TeamSpawnPoint team=3 position="845,-300,835" direction="-1,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff /> 414 <Bot /> 415 <Bot /><!-- at least one bot is needed to stat the game properly. Else the game finishes. This could be avoided, if the menue allows a preselection of the number of players. --> 415 416 416 417 </Scene> -
code/branches/presentation2011/data/levels/missionOne.oxw
r8891 r8980 22 22 name = "Mission One" 23 23 description = "How to steer a spaceship." 24 gametype = "Mission" 24 25 > 25 26 <templates> … … 47 48 ?> 48 49 49 <WorldAmbientSound source=" Mars.ogg" looping="true" playOnLoad="true" /> <!-- AlphaCentauri.ogg-->50 <WorldAmbientSound source="Earth.ogg" looping="true" playOnLoad="true" /> <!-- AlphaCentauri.ogg, Mars.ogg--> 50 51 51 52 <Light type=directional position="0,0,0" direction="0.253, 0.593, -0.765" diffuse="1.0, 0.9, 0.9, 1.0" specular="1.0, 0.9, 0.9, 1.0"/> 52 <TeamSpawnPoint team=0 position="800,700,600" direction="-1,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff />53 54 55 53 <!-- END OF INCLUDES & NECESSARITIES --> 56 54 55 <!-- SPAWNPOINT & START OF QUESTS via spawntrigger --> 56 <EventMultiTrigger name=spawntrigger> 57 <events> 58 <trigger> 59 <TeamSpawnPoint team=0 position="800,700,600" direction="-1,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff> 60 <EventTrigger invert=true> 61 <events> 62 <trigger> 63 <EventListener event="attack" /> 64 </trigger> 65 </events> 66 </EventTrigger> 67 </TeamSpawnPoint> 68 </trigger> 69 </events> 70 </EventMultiTrigger> 71 72 <QuestEffectBeacon times=1> 73 <effects> 74 <AddQuest questId="missionOne.basicFlying" /> 75 <!--AddQuestHint hintId ="quest1hint3" /--> 76 </effects> 77 <events> 78 <execute> 79 <EventListener event=spawntrigger /> 80 </execute> 81 </events> 82 </QuestEffectBeacon> 83 84 <QuestEffectBeacon times=1> 85 <effects> 86 <CompleteQuest questId="missionOne.basicFlying" /> 87 </effects> 88 <events> 89 <execute> 90 <EventListener event="flying4" /> 91 </execute> 92 </events> 93 </QuestEffectBeacon> 94 95 <QuestEffectBeacon times=1> 96 <effects> 97 <CompleteQuest questId="missionOne.navigation" /> 98 </effects> 99 <events> 100 <execute> 101 <EventListener event="navigationend" /> 102 </execute> 103 </events> 104 </QuestEffectBeacon> 105 106 <!--helper trigger to end the weaponsystemI quest --> 107 <DistanceTrigger name="boxend" position="0,0,0" distance=950 target="SpaceShip" stayActive="false" delay=0.1> 108 <EventTrigger> 109 <events> 110 <trigger> 111 <EventListener event="boxtrigger4" /> 112 </trigger> 113 </events> 114 </EventTrigger> 115 </DistanceTrigger> 116 117 <QuestEffectBeacon times=1> 118 <effects> 119 <CompleteQuest questId="missionOne.weaponsystemI" /> 120 </effects> 121 <events> 122 <execute> 123 <EventListener event="boxend" /> 124 </execute> 125 </events> 126 </QuestEffectBeacon> 127 128 <!--helper trigger to end the weaponsystemII quest --> 129 <DistanceTrigger name="piratesend" position="0,0,0" distance=2000 target="SpaceShip" stayActive="false" delay=0.1> 130 <EventTrigger> 131 <events> 132 <trigger> 133 <EventListener event="movingpirates2" /> 134 </trigger> 135 </events> 136 </EventTrigger> 137 </DistanceTrigger> 138 139 <QuestEffectBeacon times=1> 140 <effects> 141 <CompleteQuest questId="missionOne.weaponsystemII" /> 142 </effects> 143 <events> 144 <execute> 145 <EventListener event=piratesend /> 146 </execute> 147 </events> 148 </QuestEffectBeacon> 149 150 <!--helper trigger to end the DuBallStation quest --> 151 <DistanceTrigger name="duballend" position="-1000,-300,700" distance=2000 target="SpaceShip" stayActive="false" delay=0.1> 152 <EventTrigger> 153 <events> 154 <trigger> 155 <EventListener event="duball3" /> 156 </trigger> 157 </events> 158 </EventTrigger> 159 </DistanceTrigger> 160 161 162 <QuestEffectBeacon times=1> 163 <effects> 164 <CompleteQuest questId="missionOne.DuballStation" /> 165 </effects> 166 <events> 167 <execute> 168 <EventListener event=duballend /> 169 </execute> 170 </events> 171 </QuestEffectBeacon> 172 173 <QuestEffectBeacon times=1> <!-- alternative quest end --> 174 <effects> 175 <CompleteQuest questId="missionOne.DuballStation" /> 176 </effects> 177 <events> 178 <execute> 179 <EventListener event=toHydroFarmer /> 180 </execute> 181 </events> 182 </QuestEffectBeacon> 183 184 <!--helper trigger to end the getHelp quest --> 185 <DistanceTrigger name="getHelpEnd" position="-47000,-1000,1300" distance=1400 target="SpaceShip" stayActive="false" delay=0.1> 186 <EventTrigger> 187 <events> 188 <trigger> 189 <EventListener event="ondock" /> 190 </trigger> 191 </events> 192 </EventTrigger> 193 </DistanceTrigger> 194 195 <QuestEffectBeacon times=1> 196 <effects> 197 <CompleteQuest questId="missionOne.getHelp" /> 198 </effects> 199 <events> 200 <execute> 201 <EventListener event=getHelpEnd /> 202 </execute> 203 </events> 204 </QuestEffectBeacon> 205 206 <!--helper trigger to end the getHome quest --> 207 <DistanceTrigger name="getHomeEnd" position="0,0,0" distance=4000 target="SpaceShip" stayActive="false" delay=0.1> 208 <EventTrigger> 209 <events> 210 <trigger> 211 <EventListener event="attack" /> 212 </trigger> 213 </events> 214 </EventTrigger> 215 </DistanceTrigger> 216 217 <QuestEffectBeacon times=1> 218 <effects> 219 <CompleteQuest questId="missionOne.getHome" /> 220 </effects> 221 <events> 222 <execute> 223 <EventListener event=getHomeEnd /> 224 </execute> 225 </events> 226 </QuestEffectBeacon> 227 228 <!--helper trigger to end the defence quest --> 229 <DistanceTrigger name="defenceEnd" position="0,0,0" distance=4000 target="SpaceShip" stayActive="false" delay=0.1> 230 <EventTrigger> 231 <events> 232 <trigger> 233 <EventListener event="attacktrigger6" /> 234 </trigger> 235 </events> 236 </EventTrigger> 237 </DistanceTrigger> 238 239 <QuestEffectBeacon times=1> 240 <effects> 241 <CompleteQuest questId="missionOne.defence" /> 242 </effects> 243 <events> 244 <execute> 245 <EventListener event=defenceEnd /> 246 </execute> 247 </events> 248 </QuestEffectBeacon> 249 250 <!-- End the quest after own destruction of spacecruiser --> 251 <QuestEffectBeacon position="-100,0,0" times=1> 252 <effects> 253 <FailQuest questId="missionOne.getHelp" /> 254 </effects> 255 <events> 256 <execute> 257 <EventListener event="failQuest" /> 258 </execute> 259 </events> 260 <attached> 261 <DistanceTrigger name="failQuest" position="-47000,-1000,1300" distance=2300 target="SpaceShip"> 262 <EventTrigger> 263 <events> 264 <trigger> 265 <EventListener event="gameEnd" /> 266 </trigger> 267 </events> 268 </EventTrigger> 269 </DistanceTrigger> 270 </attached> 271 </QuestEffectBeacon> 272 273 274 275 57 276 <LocalQuest id="missionOne.basicFlying"> 58 <QuestDescription title="Flying" description="INSERT STORY HERE. The first thing you have to learn is flying. Use 'W' to accelerate and steer with your mouse. In order to know where to fly there are two detection systems. The navigation markers highlite important objects directly in the level. If you can't directly see those objects, there are arrows which indicate how you have to steer. The second device is the radar. There you get an overview of all objects near you. In order to find an object that you spotted on radar, you have to steer in a way that the corresponding dot is in the center of the radar. Now you can find the corresponding object straight ahead. Your goal is to fly to the first waypoint. It's that orange dot on the radar." failmessage="" completeMessage="Well done." /> 277 <QuestDescription title="Flying" description="Can you see the blinking light straight ahead? Your goal is to fly through it. 278 Use (W) to accelerate and steer with your mouse. 279 280 Further flying moves: 281 break (S) 282 roll (Q) and (E) 283 boost (Space) 284 285 Whenever a new quest is added you can view it by pressing (F3). Quit this menu via (Esc)." failmessage="" completeMessage="" /> 59 286 <complete-effects> 60 <AddQuest questId="missionOne. weaponsystem" />287 <AddQuest questId="missionOne.navigation" /> 61 288 </complete-effects> 62 289 </LocalQuest> 63 290 64 <LocalQuest id="missionOne.weaponsystem"> 65 <QuestDescription title="Weaponsystem" description="INSERT STORY HERE." failmessage="" completeMessage="All right." /> 66 <subquests> 291 <LocalQuest id="missionOne.navigation"> 292 <QuestDescription title="Navigation" description="The next goal is to find and move towards the test targets for your weaponsystem. The three arrows that just appeared down in the right corner of your screen indicate in which direction you have to turn your spacefighter to find your next targets. 293 294 Alternative navigation: There's a green circle in the left corner - the radar. The red dots on the radar represent your targets. If you manage to move your spaceship in a way such that a dot is at the center of the radar, you will be able to see the concerning object straight ahead." failmessage="" completeMessage="" /> 295 <complete-effects> 296 <AddQuest questId="missionOne.weaponsystemI" /> 297 </complete-effects> 298 </LocalQuest> 299 67 300 <LocalQuest id ="missionOne.weaponsystemI"> 68 <QuestDescription title="Destroy Boxes" description="Test your four different weapons on the four boxes. The four weapons are laser (left click), plasma (right click), self targeting rockets (middle click) and manual rockets (press 'T'). Attention if you use manual rockets: Press 'T' only once to start the rocket. If you miss your target you can get out of the rocket, by clicking or pressing 'T' once more." failmessage="" completeMessage="" /> 301 <QuestDescription title="Destroy the Boxes" description="Test your four different weapons on the four boxes: 302 1. laser (left click) 303 2. plasma (right click) 304 3. target seeking rockets (middle click) 305 4. manual rockets (T) 306 307 Attention if you use manual rockets: Press (T) only once to start the rocket. If you miss your target you can get out of the rocket, by clicking or pressing (T) once more." failmessage="" completeMessage="" /> 308 <hints> 309 <QuestHint id="missionOne.weaponsystem.laser"> 310 <QuestDescription title="Laser" description="The laser is a standard weapon. It is fast and precise but does not deal much damage." /> 311 </QuestHint> 312 <QuestHint id="missionOne.weaponsystem.lightningGun"> 313 <QuestDescription title="Lightninggun" description="That was the lightning gun. Its plasma munition is quite slow, but a normal spaceship can't take more than three hits of such a strong weapon. That could be your favourite weapon for close range combat or if you want to hit a really slow enemy." /> 314 </QuestHint> 315 <QuestHint id="missionOne.weaponsystem.targetSeekingRocket"> 316 <QuestDescription title="Target Seeking Rocket" description="The target seeking rockets follow slow targets on their own." /> 317 </QuestHint> 318 <QuestHint id="missionOne.weaponsystem.manualrocket"> 319 <QuestDescription title="Manual Rocket" description="Manual rockets are your most powerful weapon. But since you have to steer it to your target yourself, you will leave your spaceship unprotected for a while. The total amount of both manual and target seeking rockets is limited to 10." /> 320 </QuestHint> 321 </hints> 69 322 <complete-effects> 70 323 <AddQuest questId="missionOne.weaponsystemII" /> 71 324 </complete-effects> 72 325 </LocalQuest> 326 73 327 <LocalQuest id="missionOne.weaponsystemII"> 74 <QuestDescription title="" description="" failmessage="" completeMessage="" /> 328 <QuestDescription title="Kill the pirates" description="Get rid of the patrolling pirates. 329 Find out which weapon is best to tackle moving targets. Get close enough." failmessage="" completeMessage="" /> 75 330 <complete-effects> 76 331 <AddQuest questId="missionOne.DuballStation" /> 77 332 </complete-effects> 78 333 </LocalQuest> 79 </subquests>80 <hints>81 <QuestHint id="missionOne.weaponsystem.laser">82 <QuestDescription title="Laser" description="The laser is a standard weapon. It is fast and precise but does not deal much damage." />83 </QuestHint>84 <QuestHint id="missionOne.weaponsystem.lightningGun">85 <QuestDescription title="Lightninggun" description="That was the lightning gun. Its plasma munition is quite slow, but a normal spaceship can't take more than three hits of such a strong weapon. That could be your favourite weapon for close range combat or if you want to hit a really slow enemy." />86 </QuestHint>87 <QuestHint id="missionOne.weaponsystem.targetSeekingRocket">88 <QuestDescription title="Target Seeking Rocket" description="The target seeking rockets follow slow targets on their own." />89 </QuestHint>90 <QuestHint id="missionOne.weaponsystem.manualrocket">91 <QuestDescription title="Manual Rocket" description="Manual rockets are your most powerful weapon. But since you have to steer it to your target yourself, you will leave your spaceship unprotected for a while. The total amount of both manual and target seeking rockets is limited to 10." />92 </QuestHint>93 </hints>94 <complete-effects>95 </complete-effects>96 </LocalQuest>97 334 98 335 <LocalQuest id="missionOne.DuballStation"> 99 <QuestDescription title="Duball Space Station" description="Fly towards the Duball Space Station. The grey radar marker will lead you to its position." failmessage="" completeMessage=" Well done." />336 <QuestDescription title="Duball Space Station" description="Fly towards the Duball Space Station. The grey radar marker will lead you to its position." failmessage="" completeMessage="" /> 100 337 <complete-effects> 101 338 <AddQuest questId="missionOne.getHelp" /> … … 104 341 105 342 <LocalQuest id="missionOne.getHelp"> 106 <QuestDescription title="Get Help" description="There are enemies approaching. You can't handle it on your own. Fortunately there's a shortcut to the next friendly unit. Use the portal (grey dot) to get near the Hydrogen Farmer. There you might get help - as far as we know there should be a stronger spaceship docked to the Hydrogen Farmer. In order to be able to use that stronger spaceship you have to dock to the Hydrogen Farmer. Simply fly to the center of the Hydrogen Farmer, which is between its three legs." failmessage="" completeMessage="Well done." /> 343 <QuestDescription title="Get Help" description="There are several enemies approaching. You can't handle it on your own. Fortunately there's a shortcut to the next friendly unit. Use the portal (grey dot) to get near the Hydrogen Farmer. 344 The Hydrogen Farmer is a large spaceship with three legs. 345 There you might get help - as far as we know there should be a strong spaceruiser docked to the Hydrogen Farmer. In order to be able to use that stronger spaceship, you have to dock to the Hydrogen Farmer. 346 Simply fly to the center of the Hydrogen Farmer, which is between its three legs. 347 348 How to dock: Accept the dialogue, take your hands off the keyboard and watch." failmessage="" completeMessage="" /> 107 349 <complete-effects> 108 350 <AddQuest questId="missionOne.getHome" /> … … 111 353 112 354 <LocalQuest id="missionOne.getHome"> 113 <QuestDescription title="Return ASAP" description="" failmessage="" completeMessage="Well done." /> 355 <QuestDescription title="Return ASAP" description="So you managed to get the spacecruiser. Use the portal to return to the DuBall Space Station. 356 Hurry! Your help is desperately needed." failmessage="" completeMessage="" /> 114 357 <complete-effects> 115 358 <AddQuest questId="missionOne.defence" /> … … 118 361 119 362 <LocalQuest id="missionOne.defence"> 120 <QuestDescription title="Defence" description="" failmessage="" completeMessage="Well done." /> 363 <QuestDescription title="Defence" description="Seven enemies were detected that seem to launch a coordinated attack. 364 Do not hesitate to fight or you will be the target. 365 366 Always take care of the enemy that is the closest to you." failmessage="" completeMessage="Yeah! You did it." /> 121 367 </LocalQuest> 122 123 124 <QuestEffectBeacon position="800,700,600" times="1"> 125 <effects> 126 <AddQuest questId="missionOne.basicFlying" /> 127 </effects> 128 <events> 129 <execute> 130 <EventListener event="questStart"/> 131 </execute> 132 </events> 133 <attached> 134 <DistanceTrigger name="questStart" position="0,0,0" distance="50" target="Pawn" beaconMode="identify" targetname="PlayerDistanceTrigger" delay="2" /> 135 </attached> 136 </QuestEffectBeacon> 137 138 139 <!-- TUTORIAL-TODO: --> 140 <!-- 1. Flying & manoeuvring (basic flying, using pickups, forcefields, docks & portals) --> <!-- "W","S","SPACE"--> 141 <!-- 2. Aiming & Weapons (static targets, moving targets, dangerous targets)--> <!-- 3 Mouse buttons + "T"--> 142 <!-- 3. Game handling (quests, knowing when a game is over :-), pausing, chat, ... ) --> <!--"F3", "F2", "ESC" --> 143 <!-- 4. Extras (other things to discover) --> <!-- "Q","E","A","D","C", "CTRL", "", ... --> 144 145 <!-- 146 147 "Lets start flying. Use W to accelerate and S to brake. The goal is to reach the spacestation which is displayed on the radar. If you want to be faster you can temporarily boost by hitting additionally the space button. If you use too much boost your engine heats up and you won't be able to use boost for a while. By the way boost could be useful during combat .." 148 149 --> 150 151 <DistanceTrigger name="spawndelaytrigger0" position="800,700,600" target="Pawn" distance=10 stayActive="true"/> 152 <SimpleNotification message="Welcome to the Orxonox Tutorial."> 368 <!-- --------------------- END OF QUESTS -------------------------- --> 369 370 371 <DistanceTrigger name="spawndelaytrigger0" position="800,700,600" target="Pawn" distance=10 stayActive="true" delay=2/> 372 <SimpleNotification message="Press (F3) to see your mission briefing."> 153 373 <events> 154 374 <trigger> … … 158 378 </SimpleNotification> 159 379 160 <BlinkingBillboard position="-900,640,600" frequency=0.4 amplitude=2 material="Flares/lensflare" colour="1,1,0"> 380 <!-- Blinking Billboard should be replaced with WAYPOINT --> 381 <BlinkingBillboard position="-900,640,600" frequency=0.6 amplitude=3 material="Flares/lensflare" colour="1,1,0.05"> 161 382 <events> 162 383 <visibility> … … 184 405 </events> 185 406 </Billboard> 407 186 408 <!-------------------------------------- PART ZERO: How to fly ---------------------------------------> 187 <DistanceTrigger name="flying1" position="800,700,600" target="Pawn" distance=10 stayActive="true" delay=4/> 409 410 <DistanceTrigger name="flying1" position="800,700,600" target="Pawn" distance=10 stayActive="true" delay=6/> 188 411 <SimpleNotification message="Let's fly to the blinking light."> 189 412 <events> … … 194 417 </SimpleNotification> 195 418 196 <DistanceTrigger name="flying2" position="800,700,600" target="Pawn" distance=10 stayActive="true" delay= 8/>197 <SimpleNotification message="Use 'W'to accelerate and the mouse to steer.">419 <DistanceTrigger name="flying2" position="800,700,600" target="Pawn" distance=10 stayActive="true" delay=10/> 420 <SimpleNotification message="Use (W) to accelerate and the mouse to steer."> 198 421 <events> 199 422 <trigger> … … 203 426 </SimpleNotification> 204 427 205 <!--DistanceTrigger name="flying3" position="800,700,600" target="Pawn" distance=20 stayActive="true" delay=12/> 206 <SimpleNotification message="Point with the mouse to the blinking light."> 207 <events> 208 <trigger> 209 <EventListener event="flying3" /> 210 </trigger> 211 </events> 212 </SimpleNotification--> 213 214 <DistanceTrigger name="flying4" position="-900,640,600" target="Pawn" distance=60 stayActive="true" delay=1/> 215 <SimpleNotification message="Three red arrows just appeared."> 428 <!-- QUEST-Trigger && Message Trigger: navigationend is activated after flying4 was triggered --> 429 <DistanceTrigger name="navigationend" position="0,0,0" distance=950 target="SpaceShip" stayActive="false" delay=1.1> 430 <DistanceTrigger name="flying4" position="-900,640,600" target="Pawn" distance=60 stayActive="true" delay=1/> 431 </DistanceTrigger> 432 433 434 <SimpleNotification message="Three arrows just appeared."> 216 435 <events> 217 436 <trigger> … … 222 441 223 442 <DistanceTrigger name="flying5" position="-900,640,600" target="Pawn" distance=60 stayActive="true" delay=5/> 224 <SimpleNotification message="Follow those redarrows.">443 <SimpleNotification message="Follow those arrows."> 225 444 <events> 226 445 <trigger> … … 230 449 </SimpleNotification> 231 450 232 233 234 451 <!-------------------------------------- PART ONE : Destroy boxes ---------------------------------------> 235 <DistanceTrigger name="spawndelaytrigger1" position="-900,640,600" target="Pawn" distance=60 stayActive="true" delay=9 /> 236 <SimpleNotification message="Destroy the four boxes."> 452 <!-- @ triggers: spawndelaytriggerX: textoutput only if no box was destroyed --> 453 <Trigger name="spawndelaytrigger1" mode="and" stayActive="true"> 454 <DistanceTrigger position="-900,640,600" target="Pawn" distance=60 stayActive="true" delay=9 /> 455 <EventTrigger activations="1" invert="true"> 456 <events> 457 <trigger> 458 <EventListener event="boxtrigger1" /> 459 </trigger> 460 </events> 461 </EventTrigger> 462 </Trigger> 463 464 <Trigger name="spawndelaytrigger2" mode="and" stayActive="true"> 465 <DistanceTrigger position="-900,640,600" target="Pawn" distance=60 stayActive="true" delay=13 /> 466 <EventTrigger activations="1" invert="true"> 467 <events> 468 <trigger> 469 <EventListener event="boxtrigger1" /> 470 </trigger> 471 </events> 472 </EventTrigger> 473 </Trigger> 474 475 <Trigger name="spawndelaytrigger3" mode="and" stayActive="true"> 476 <DistanceTrigger position="-900,640,600" target="Pawn" distance=60 stayActive="true" delay=17 /> 477 <EventTrigger activations="1" invert="true"> 478 <events> 479 <trigger> 480 <EventListener event="boxtrigger1" /> 481 </trigger> 482 </events> 483 </EventTrigger> 484 </Trigger> 485 486 <!-- @Text: How to shoot--> 487 <SimpleNotification message="Destroy the four boxes." broadcast="true"> 237 488 <events> 238 489 <trigger> … … 242 493 </SimpleNotification> 243 494 244 <DistanceTrigger name="spawndelaytrigger2" position="-900,640,600" target="Pawn" distance=60 stayActive="true" delay=13 /> 245 <SimpleNotification message=" 1. Aim the a red cycle."> 495 <SimpleNotification message=" 1. Aim the a red cycle." broadcast="true"> 246 496 <events> 247 497 <trigger> … … 251 501 </SimpleNotification> 252 502 253 <DistanceTrigger name="spawndelaytrigger3" position="-900,640,600" target="Pawn" distance=60 stayActive="true" delay=17 /> 254 <SimpleNotification message="2. Click! (hold the left mouse button)"> 503 <SimpleNotification message="2. Click! (hold the left mouse button)" broadcast="true"> 255 504 <events> 256 505 <trigger> … … 261 510 262 511 <!-- @Objects: 4 boxes (uncontrolled pawns) --> 263 <Pawn health=30 position="0,0,0" direction="0,-1,0" collisionType=dynamic mass=100000 name=box > 264 <events> 265 <visibility> 266 <EventListener event="flying4" /> 267 </visibility> 268 </events> 269 <attached> 270 <Model position="0,0,0" mesh="crate.mesh" scale3D="3,3,3" /> 271 </attached> 272 <collisionShapes> 273 <BoxCollisionShape position="0,0,0" halfExtents="15,15,15" /> 274 </collisionShapes> 275 </Pawn> 276 277 <Pawn health=30 position="0,100,0" direction="0,-1,0" collisionType=dynamic mass=100000 name=box visible="true"> 278 <events> 279 <visibility> 280 <EventListener event="flying4" /> 281 </visibility> 282 </events> 283 <attached> 284 <Model position="0,0,0" mesh="crate.mesh" scale3D="3,3,3" /> 285 </attached> 286 <collisionShapes> 287 <BoxCollisionShape position="0,0,0" halfExtents="15,15,15" /> 288 </collisionShapes> 289 </Pawn> 290 <Pawn health=30 position="0,200,0" direction="0,-1,0" collisionType=dynamic mass=100000 name=box > 291 <events> 292 <visibility> 293 <EventListener event="flying4" /> 294 </visibility> 295 </events> 296 <attached> 297 <Model position="0,0,0" mesh="crate.mesh" scale3D="3,3,3" /> 298 </attached> 299 <collisionShapes> 300 <BoxCollisionShape position="0,0,0" halfExtents="15,15,15" /> 301 </collisionShapes> 302 </Pawn> 303 <Pawn health=30 position="0,300,0" direction="0,-1,0" collisionType=dynamic mass=100000 name=box > 304 <events> 305 <visibility> 306 <EventListener event="flying4" /> 307 </visibility> 308 </events> 309 <attached> 310 <Model position="0,0,0" mesh="crate.mesh" scale3D="3,3,3" /> 311 </attached> 312 <collisionShapes> 313 <BoxCollisionShape position="0,0,0" halfExtents="15,15,15" /> 314 </collisionShapes> 315 </Pawn> 512 <Pawn team=1 health=30 position="0,0,0" direction="0,-1,0" collisionType=dynamic mass=100000 name=box RVName = "Box 1" > 513 <events> 514 <visibility> 515 <EventListener event="flying4" /> 516 </visibility> 517 </events> 518 <attached> 519 <Model position="0,0,0" mesh="crate.mesh" scale3D="3,3,3" /> 520 </attached> 521 <collisionShapes> 522 <BoxCollisionShape position="0,0,0" halfExtents="15,15,15" /> 523 </collisionShapes> 524 </Pawn> 525 526 <Pawn team=1 health=30 position="0,100,0" direction="0,-1,0" collisionType=dynamic mass=100000 name=box RVName = "Box 2"> 527 <events> 528 <visibility> 529 <EventListener event="flying4" /> 530 </visibility> 531 </events> 532 <attached> 533 <Model position="0,0,0" mesh="crate.mesh" scale3D="3,3,3" /> 534 </attached> 535 <collisionShapes> 536 <BoxCollisionShape position="0,0,0" halfExtents="15,15,15" /> 537 </collisionShapes> 538 </Pawn> 539 540 <Pawn health=30 position="0,200,0" direction="0,-1,0" collisionType=dynamic mass=100000 name=box team=1 RVName = "Box 3"> 541 <events> 542 <visibility> 543 <EventListener event="flying4" /> 544 </visibility> 545 </events> 546 <attached> 547 <Model position="0,0,0" mesh="crate.mesh" scale3D="3,3,3" /> 548 </attached> 549 <collisionShapes> 550 <BoxCollisionShape position="0,0,0" halfExtents="15,15,15" /> 551 </collisionShapes> 552 </Pawn> 553 554 <Pawn health=30 position="0,300,0" direction="0,-1,0" collisionType=dynamic mass=100000 name=box team=1 RVName = "Box 4"> 555 <events> 556 <visibility> 557 <EventListener event="flying4" /> 558 </visibility> 559 </events> 560 <attached> 561 <Model position="0,0,0" mesh="crate.mesh" scale3D="3,3,3" /> 562 </attached> 563 <collisionShapes> 564 <BoxCollisionShape position="0,0,0" halfExtents="15,15,15" /> 565 </collisionShapes> 566 </Pawn> 316 567 317 568 <!-- @Triggers: boxtrigger1 <-> one box destroyed … … 365 616 </SimpleNotification> 366 617 367 368 <SimpleNotification message="Aim at the last target and press 'T'." broadcast="true"> 618 <SimpleNotification message="Aim at the last target and press (T)." broadcast="true"> 369 619 <events> 370 620 <trigger> … … 386 636 387 637 <!-- @Objects: 2 pirates moving in squares, nonlethal --> 388 <SpaceShip position="0,2000,200" lookat="0,0,0" name="movingtarget" >638 <SpaceShip position="0,2000,200" lookat="0,0,0" name="movingtarget" RVName="Pirate"> 389 639 <events> 390 640 <visibility> … … 396 646 </templates> 397 647 <controller> 398 <WaypointController >648 <WaypointController team=1> 399 649 <waypoints> 400 650 <Model mesh="cube.mesh" scale=8 position=" 0,1700,-200" /> … … 407 657 </SpaceShip> 408 658 409 <SpaceShip position="0,2000,400" lookat="0,0,0" name="movingtarget" >659 <SpaceShip position="0,2000,400" lookat="0,0,0" name="movingtarget" RVName="Pirate"> 410 660 <events> 411 661 <visibility> … … 417 667 </templates> 418 668 <controller> 419 <WaypointController >669 <WaypointController team=1> 420 670 <waypoints> 421 671 <Model mesh="cube.mesh" scale=8 position=" 0,2400,1000" /> … … 473 723 </DistanceTrigger> 474 724 475 <EventTrigger name="duball2" activations="1" stayactive="true" delay=4 > 476 <events> 477 <trigger> 478 <EventListener event="duball1" /> 479 </trigger> 480 </events> 481 </EventTrigger> 482 483 <EventTrigger name="duball3" activations="1" stayactive="true" delay=4 > 484 <events> 485 <trigger> 486 <EventListener event="duball2" /> 487 </trigger> 488 </events> 489 </EventTrigger> 725 <Trigger name="duball2" mode="and" stayActive="true"> 726 <EventTrigger activations="1" stayactive="true" delay=4 > 727 <events> 728 <trigger> 729 <EventListener event="duball1" /> 730 </trigger> 731 </events> 732 </EventTrigger> 733 <EventTrigger activations="1" invert="true"> 734 <events> 735 <trigger> 736 <EventListener event="toHydroFarmer" /> 737 </trigger> 738 </events> 739 </EventTrigger> 740 </Trigger> 741 742 <Trigger name="duball3" mode="and" stayActive="true"> 743 <EventTrigger activations="1" stayactive="true" delay=4 > 744 <events> 745 <trigger> 746 <EventListener event="duball2" /> 747 </trigger> 748 </events> 749 </EventTrigger> 750 <EventTrigger activations="1" invert="true"> 751 <events> 752 <trigger> 753 <EventListener event="toHydroFarmer" /> 754 </trigger> 755 </events> 756 </EventTrigger> 757 </Trigger> 758 490 759 491 760 <SimpleNotification message="Welcome to the Duball Space Station!"> … … 520 789 <Model scale=13 mesh="DuBall2.mesh" position = "100,0,0"/> 521 790 <Billboard scale=7 material="Examples/Flare" colour="0.5,0.5,0.5" position = "-100,0,0"/> 522 <Billboard scale=7 material="Examples/Flare" colour="0.5,0.5,0.5" position = "100,0,0"/> 791 <Billboard scale=7 material="Examples/Flare" colour="0.5,0.5,0.5" position = "100,0,0"/> 523 792 </attached> 524 793 <collisionShapes> … … 657 926 658 927 659 <SimpleNotification message="Dock to the Hydrogen Farmer." >928 <SimpleNotification message="Dock to the Hydrogen Farmer." broadcast="true"> 660 929 <events> 661 930 <trigger> … … 665 934 </SimpleNotification> 666 935 667 <!-------------------------------------- PART FOUR : Get Help ---------------------------------------> 668 <DistanceTrigger name="famer1" position="-48200,100,0" target="Pawn" distance=650 stayActive="true" delay=0 /> 669 <SimpleNotification message="We just received a message from DuBall."> 936 <!-------------------------------------- PART FOUR : Get Help ---------------------------------------> 937 938 <Trigger name="famer1" mode="and" stayActive="true"> 939 <DistanceTrigger position="-48200,100,0" target="Pawn" distance=650 stayActive="true" delay=0 /> 940 <EventTrigger name="notGameEnd" activations="1" invert="true"> 941 <events> 942 <trigger> 943 <EventListener event="gameEnd" /> 944 </trigger> 945 </events> 946 </EventTrigger> 947 </Trigger> 948 949 <Trigger name="famer2" mode="and" stayActive="true"> 950 <DistanceTrigger position="-48200,100,0" target="Pawn" distance=650 stayActive="true" delay=4 /> 951 <EventTrigger activations="1" invert="true"> 952 <events> 953 <trigger> 954 <EventListener event="gameEnd" /> 955 </trigger> 956 </events> 957 </EventTrigger> 958 </Trigger> 959 960 <SimpleNotification message="We just received a message from DuBall." broadcast="true"> 670 961 <events> 671 962 <trigger> … … 675 966 </SimpleNotification> 676 967 677 <DistanceTrigger name="famer2" position="-48200,100,0" target="Pawn" distance=650 stayActive="true" delay=4 /> 678 <SimpleNotification message="We will lend you our strongest ship." >968 969 <SimpleNotification message="We will lend you our strongest ship." broadcast="true"> 679 970 <events> 680 971 <trigger> … … 686 977 687 978 <!-- @Objects: HYDROGEN FARMER & DOCKING --> 688 <SpaceShip position="-48900,100,0" roll=90 yaw=0 pitch=20 mass=10000 health=100000 name="HydroFarmer"> 979 <SpaceShip 980 team = 0 981 position = "-48900,100,0" 982 roll = 90 yaw=0 pitch=20 983 mass = 10000 984 health = 100000 initialhealth=100000 maxhealth="100000" 985 name = "HydroFarmer" 986 RVName = "Hydrogen Farmer" > 689 987 <attached> 690 988 <!-- Docking --> … … 730 1028 </SpaceShip> 731 1029 732 <Billboard position="-48900,0,0" material="Examples/Flare" colour="0.6,0,0" scale=3/>733 1030 <Dock position="-48900,0,0" roll=90 yaw=180 > 734 1031 <animations> … … 742 1039 <EventListener event="dockMe" /> 743 1040 </execute> 1041 <activity> 1042 <EventListener event=notGameEnd /> 1043 </activity> 744 1044 </events> 745 1045 <attached> … … 748 1048 /> 749 1049 </attached> 1050 750 1051 </Dock> 751 1052 752 <SpaceShip template="spaceshipspacecruiser" position="-48900,800,0" orientation="-0.14, 0.68, 0.68, 0.223" health="300" maxhealth="400" initialhealth="300" name="cruiser" > 1053 <!--@Objects: SpaceCruiser as docking target --> 1054 <SpaceShip 1055 template = "spaceshipspacecruiser" 1056 team = "0" 1057 position = "-48900,800,0" 1058 orientation = "-0.14, 0.68, 0.68, 0.223" 1059 health = "400" 1060 initialhealth = "400" 1061 maxhealth = "500" 1062 shieldhealth = "80" 1063 initialshieldhealth = "80" 1064 maxshieldhealth = "120" 1065 shieldabsorption = "0.8" 1066 reloadrate = "1" 1067 reloadwaittime = "1" 1068 name = "cruiser" 1069 RVName = "Spacecruiser" > 753 1070 <attached> 754 1071 <DockingTarget name="spaceShip" /> … … 756 1073 </SpaceShip> 757 1074 758 <!-- TESTBOX--> 759 760 <!-- TESTBOX--> 761 1075 1076 <!-- cruiserKilled: if cuiser is killed & player hasn't taken control of spacecrusier --> 762 1077 <Trigger name="cruiserKilled" mode="and" stayActive="true"> 763 1078 <EventTrigger stayActive="true"> … … 778 1093 779 1094 1095 <!-- triggers when either hydrofarmer or cruiser is killed --> 1096 <Trigger mode=or name="gameEnd"> 1097 <EventTrigger activations="1"> 1098 <events> 1099 <trigger> 1100 <EventListener event="HydroFarmer" /> 1101 </trigger> 1102 </events> 1103 </EventTrigger> 1104 <EventTrigger activations="1"> 1105 <events> 1106 <trigger> 1107 <EventListener event="cruiserKilled" /> 1108 </trigger> 1109 </events> 1110 </EventTrigger> 1111 </Trigger> 1112 1113 <!-- triggers delayed when either hydrofarmer or cruiser is killed --> 780 1114 <EventTrigger delay=4 name="earlyEnd"> 781 1115 <events> 782 1116 <trigger> 783 <EventListener event=" cruiserKilled" />1117 <EventListener event="gameEnd" /> 784 1118 </trigger> 785 1119 </events> … … 791 1125 </EventTrigger> 792 1126 793 <EventTrigger delay=4 name="earlyEnd">794 <events>795 <trigger>796 <EventListener event="HydroFarmer" />797 </trigger>798 </events>799 <events>800 <activity>801 <EventListener event="movingpirates2" />802 </activity>803 </events>804 </EventTrigger>805 806 807 1127 808 1128 <SimpleNotification message="Oh no! You killed the Hydrogen Farmer!" broadcast="true"> … … 822 1142 </SimpleNotification> 823 1143 824 <SimpleNotification message="Press 'Esc'and restart the mission." broadcast="true">1144 <SimpleNotification message="Press (Esc) and restart the mission." broadcast="true"> 825 1145 <events> 826 1146 <trigger> … … 829 1149 </events> 830 1150 </SimpleNotification> 831 832 1151 833 1152 <!-- hydrogen farmer & docking END --> … … 872 1191 > 873 1192 <!--attached> 874 <ForceField position="0,0,0" mode="sphere" diameter="10000" velocity="-50" /> 1193 <ForceField position="0,0,0" mode="sphere" diameter="10000" velocity="-50" /> 875 1194 </attached--> <!-- Forcefield kills HYDROGEN FARMER--> 876 1195 <collisionShapes> … … 881 1200 882 1201 <!-------------------------------------- The attack ---------------------------------------> 883 884 1202 <!-- TODO: 885 1203 - update spaceshipTransporter 886 - bots do friendly fire (is drone function reusable?) 1204 - bots do friendly fire (is drone function reusable?) 887 1205 --> 1206 1207 <!-- Fallback Spawnpoint: on cruiserdeath caused by pirates. Unfortunately unstable behaviour concerning activity. --> 1208 <TeamSpawnPoint team=0 position="2000,1500,-1500" direction="-1,-1,1" spawnclass=SpaceShip pawndesign=spaceshipspacecruiser> 1209 <events> 1210 <activity> 1211 <EventListener event="attack" /> 1212 </activity> 1213 </events> 1214 </TeamSpawnPoint> 888 1215 889 1216 <!-- @Triggers: toHydroFamer <-> first portal usage … … 891 1218 attack <-> second portal usage --> 892 1219 893 <DistanceTrigger name="attack" position="-1400,-500,800" target="Pawn" distance=100 stayActive="true" >1220 <DistanceTrigger name="attack" position="-1400,-500,800" target="Pawn" distance=100 stayActive="true" mode="and"> 894 1221 <EventTrigger name="ondock" activations="1" stayactive="true" delay=6> 895 1222 <events> … … 898 1225 </trigger> 899 1226 </events> 900 <DistanceTrigger name="toHydroFarmer" position="-47000,-1000,1300" target="Pawn" distance=100 stayActive="true" /> 1227 <Trigger mode=and> 1228 <DistanceTrigger name="toHydroFarmer" position="-47000,-1000,1300" target="Pawn" distance=100 stayActive="true" /> 1229 <EventTrigger activations="1" invert="true"> 1230 <events> 1231 <trigger> 1232 <EventListener event="gameEnd" /> 1233 </trigger> 1234 </events> 1235 </EventTrigger> 1236 </Trigger> 1237 </EventTrigger> 1238 <EventTrigger activations="1" invert="true"> 1239 <events> 1240 <trigger> 1241 <EventListener event="earlyEnd" /> 1242 </trigger> 1243 </events> 901 1244 </EventTrigger> 902 1245 </DistanceTrigger> 903 1246 904 <SimpleNotification message="Return before it's too late. Boost with 'Space'." broadcast="true">1247 <SimpleNotification message="Return before it's too late. Boost with (Space)." broadcast="true"> 905 1248 <events> 906 1249 <trigger> … … 919 1262 920 1263 921 922 1264 <!-- @Objects: 6 pirates, heading towards DuBall, attacking --> 1265 <!-- TODO: re-hide pirates on early end--> 923 1266 <!-- 1 --> 924 1267 <SpaceShip position="3000,-4000,4000" lookat="-1300,-600,900" name="attacker"visible="true"> … … 1065 1408 </controller> 1066 1409 </SpaceShip> 1410 1067 1411 1068 1412 <!-- @Triggers: attacktriggerX <-> X enemies destroyed , X is an element of [1,6] --> … … 1142 1486 </events> 1143 1487 </SimpleNotification> 1488 1144 1489 <SimpleNotification message="One enemy left!" broadcast="true"> 1145 1490 <events> … … 1149 1494 </events> 1150 1495 </SimpleNotification> 1496 1151 1497 <SimpleNotification message="Well done. You finished this tutorial." broadcast="true"> 1152 1498 <events> … … 1158 1504 1159 1505 <!-- @Triggers: postAttack <-> delayed attacktrigger6 --> 1160 <EventTrigger name="postAttack1" activations="1" stayactive="true" delay= 3>1506 <EventTrigger name="postAttack1" activations="1" stayactive="true" delay=4.1> 1161 1507 <events> 1162 1508 <trigger> … … 1166 1512 </EventTrigger> 1167 1513 1168 <EventTrigger name="postAttack2" activations="1" stayactive="true" delay= 6>1514 <EventTrigger name="postAttack2" activations="1" stayactive="true" delay=8.2> 1169 1515 <events> 1170 1516 <trigger> … … 1174 1520 </EventTrigger> 1175 1521 1176 <SimpleNotification message="Either quit by pressing 'Esc'or ..." broadcast="true">1522 <SimpleNotification message="Either quit by pressing (Esc) or ..." broadcast="true"> 1177 1523 <events> 1178 1524 <trigger> … … 1192 1538 <!-------------------------------------- |Bonus Part| ---------------------------------------> 1193 1539 <!-- @Triggers: "bonusX" <-> delayed "attacktrigger6" --> 1194 <EventTrigger name="bonus1" activations="1" stayactive="true" delay=1 0>1540 <EventTrigger name="bonus1" activations="1" stayactive="true" delay=12.3> 1195 1541 <events> 1196 1542 <trigger> … … 1199 1545 </events> 1200 1546 </EventTrigger> 1201 <EventTrigger name="bonus2" activations="1" stayactive="true" delay=16 >1547 <EventTrigger name="bonus2" activations="1" stayactive="true" delay=16.4> 1202 1548 <events> 1203 1549 <trigger> … … 1213 1559 </events> 1214 1560 </EventTrigger> 1215 <EventTrigger name="bonus4" activations="1" stayactive="true" delay=28 >1561 <EventTrigger name="bonus4" activations="1" stayactive="true" delay=28.1> 1216 1562 <events> 1217 1563 <trigger> … … 1220 1566 </events> 1221 1567 </EventTrigger> 1222 <EventTrigger name="bonus5" activations="1" stayactive="true" delay=32. 1>1568 <EventTrigger name="bonus5" activations="1" stayactive="true" delay=32.3> 1223 1569 <events> 1224 1570 <trigger> … … 1227 1573 </events> 1228 1574 </EventTrigger> 1229 <EventTrigger name="bonus6" activations="1" stayactive="true" delay=36. 2>1575 <EventTrigger name="bonus6" activations="1" stayactive="true" delay=36.5> 1230 1576 <events> 1231 1577 <trigger> … … 1234 1580 </events> 1235 1581 </EventTrigger> 1236 <EventTrigger name="bonus7" activations="1" stayactive="true" delay=4 >1582 <EventTrigger name="bonus7" activations="1" stayactive="true" delay=4.1> 1237 1583 <events> 1238 1584 <trigger> … … 1244 1590 1245 1591 1246 <SimpleNotification message="Rotate your ship. Press 'Q' or 'E'. " broadcast="true">1592 <SimpleNotification message="Rotate your ship. Press (Q) or (E). " broadcast="true"> 1247 1593 <events> 1248 1594 <trigger> … … 1252 1598 </SimpleNotification> 1253 1599 1254 <SimpleNotification message="Switch the camera's position. Press 'C'. " broadcast="true">1600 <SimpleNotification message="Switch the camera's position. Press (C). " broadcast="true"> 1255 1601 <events> 1256 1602 <trigger> … … 1260 1606 </SimpleNotification> 1261 1607 1262 <SimpleNotification message="360° view: press 'Ctrl'+ use the mouse " broadcast="true">1608 <SimpleNotification message="360° view: press (Ctrl) + use the mouse " broadcast="true"> 1263 1609 <events> 1264 1610 <trigger> … … 1292 1638 </SimpleNotification> 1293 1639 1294 <SimpleNotification message="Press 'Esc'and return to the main menu." broadcast="true">1640 <SimpleNotification message="Press (Esc) and return to the main menu." broadcast="true"> 1295 1641 <events> 1296 1642 <trigger> … … 1319 1665 </Scene> 1320 1666 </Level> 1321 <!-- TODO: 1322 ! Quest Interface 1323 - Foolproof text messages (e.g. verspätete Nachrichten unterdrücken) 1324 - Radar visibility & Hud Markers (done) 1667 1668 <!-- TODO: 1669 - Story & more precise Questmessages; more quest hints; fail-quest; 1670 - Colouring: Show who is friend or foe via the colour 1671 - Waypoints: show the player the way 1672 - Foolproof text messages (e.g. verspätete Nachrichten unterdrücken ~done ) 1325 1673 - End Tutorial, if either the Hydrogen Farmer or the SpaceCruiser gets destroyed. (~done) 1326 1327 1674 --> -
code/branches/presentation2011/data/levels/pirateAttack.oxw
r8977 r8980 27 27 28 28 <Level 29 gametype = "TeamDeathmatch" 29 name="Dani's Testlevel" 30 description="Erste Versuche mit den Quests" 31 gametype=Mission 30 32 > 31 33 … … 251 253 </events> 252 254 </QuestEffectBeacon> 253 <!--Stick found--> 255 <!--Stick found-->zz 254 256 <QuestEffectBeacon position="4800,5785,-10725" times=1> 255 257 <attached> -
code/branches/presentation2011/data/levels/templates/spaceshipSpacecruiser.oxt
r8891 r8980 11 11 initialhealth = 300 12 12 13 shieldhealth = 6014 initialshieldhealth = 6015 maxshieldhealth = 8016 shieldabsorption = 0. 813 shieldhealth = 75 14 initialshieldhealth = 75 15 maxshieldhealth = 90 16 shieldabsorption = 0.9 17 17 reloadrate = 1 18 18 reloadwaittime = 1 … … 45 45 </engines> 46 46 <attached> 47 <Model position="12,- 30,-120" yaw=90 pitch=-90 roll=0 scale=6 mesh="spacecruiser.mesh" />47 <Model position="12,-5,-10" yaw=90 pitch=-90 roll=0 scale=6 mesh="spacecruiser.mesh" /> 48 48 <!--Model mesh="cube.mesh" mass=10 position="0,-30,-108" scale3D="38,6,62" /> 49 49 <Model mesh="cube.mesh" mass=10 position="0,-20,-108" scale3D="20,6,40" /> … … 57 57 </attached> 58 58 <collisionShapes> 59 <BoxCollisionShape position="0,- 30,-108"halfExtents="38,6,62" />60 <BoxCollisionShape position="0, -20,-108"halfExtents="20,6,40" />61 <BoxCollisionShape position="-16,- 35,-112"halfExtents="15,5,57" roll=-14 pitch=3.5/>62 <BoxCollisionShape position="16,- 35,-112" halfExtents="15,5,57" roll=14pitch=3.5/>63 <BoxCollisionShape position="19, -21.5,-108"halfExtents="18,5,52" roll=-21 />64 <BoxCollisionShape position="-19, -21.5,-108"halfExtents="18,5,52" roll=21/>65 <BoxCollisionShape position="0, -21,-169"halfExtents="18,1,16" pitch=-30x/>59 <BoxCollisionShape position="0,-5,2" halfExtents="38,6,62" /> 60 <BoxCollisionShape position="0,5,2" halfExtents="20,6,40" /> 61 <BoxCollisionShape position="-16,-10,-2" halfExtents="15,5,57" roll=-14 pitch=3.5/> 62 <BoxCollisionShape position="16,-10,-2" halfExtents="15,5,57" roll=14 pitch=3.5/> 63 <BoxCollisionShape position="19,3.5,2" halfExtents="18,5,52" roll=-21 /> 64 <BoxCollisionShape position="-19,4.5,2" halfExtents="18,5,52" roll=21 /> 65 <BoxCollisionShape position="0,4,-59" halfExtents="18,1,16" pitch=-30/> 66 66 67 67 </collisionShapes> 68 68 <?lua 69 include(" includes/weaponSettingsSpacecruiser.oxi")69 include("../includes/weaponSettingsSpacecruiser.oxi") 70 70 ?> 71 71 </SpaceShip> … … 75 75 <SpaceShip> 76 76 <camerapositions> 77 <CameraPosition position="0,10, 40" drag=true mouselook=true /> 78 <CameraPosition position="0,20, 80" drag=true mouselook=true /> 79 <CameraPosition position="0,30, 120" drag=true mouselook=true /> 80 <CameraPosition position="0,20,-260" drag=true mouselook=true yaw=180/> 81 <CameraPosition position="0,30,-350" drag=true mouselook=true yaw=180/> 82 <!--CameraPosition position="0,150,-25" pitch=-90 drag=true /> 83 <CameraPosition position="0,0,-40" yaw=180 drag=true /> 84 <CameraPosition position="0,3,-14" yaw=0 /> 85 <CameraPosition position="-50,5,-8" yaw=-90 drag=true /> 86 <CameraPosition position="50,5,-8" yaw=90 drag=true /--> 77 <CameraPosition position="0,40, 170" drag=true mouselook=true /> 78 <CameraPosition position="0,55, 230" drag=true mouselook=true /> 79 <CameraPosition position="0,65, 460" drag=true mouselook=true /> 87 80 </camerapositions> 88 81 </SpaceShip> … … 93 86 boostfactor = 2 94 87 95 speedfront = 15096 speedback = 5097 speedleftright = 5098 speedupdown = 5088 speedfront = 200 89 speedback = 70 90 speedleftright = 70 91 speedupdown = 70 99 92 100 93 defEngineSndNormal = "sounds/Engine_low.ogg" … … 111 104 </EffectContainer> 112 105 <EffectContainer condition="not idle"> 113 <FadingBillboard mainstate=activity active=false scale=0.1 position="20, -25, -40" colour="0.2, 0.65, 1.0, 1.0" material="Examples/Flare" turnontime=0.5 turnofftime=0.5 />114 <FadingBillboard mainstate=activity active=false scale=0.1 position="-20, -25, -40" colour="0.2, 0.65, 1.0, 1.0" material="Examples/Flare" turnontime=0.5 turnofftime=0.5 />106 <FadingBillboard mainstate=activity active=false scale=0.1 position="20, 0, 70" colour="0.2, 0.65, 1.0, 1.0" material="Examples/Flare" turnontime=0.5 turnofftime=0.5 /> 107 <FadingBillboard mainstate=activity active=false scale=0.1 position="-20, 0, 70" colour="0.2, 0.65, 1.0, 1.0" material="Examples/Flare" turnontime=0.5 turnofftime=0.5 /> 115 108 </EffectContainer> 116 109 <EffectContainer condition="normal or brake"> … … 118 111 </EffectContainer> 119 112 <EffectContainer condition="normal or boost"> 120 <Backlight mainstate=activity active=false scale=0.4 name=bltest position=" 20, -25, -40" colour="0.2, 0.65, 1.0, 1.0" width=15 length=1300 lifetime=2 elements=50 trailmaterial="Trail/backlighttrail" turnontime=1 turnofftime=1 material="Flares/ThrusterFlare1" />121 <Backlight mainstate=activity active=false scale=0.4 name=bltest position="-20, -25, -40" colour="0.2, 0.65, 1.0, 1.0" width=15 length=1300 lifetime=2 elements=50 trailmaterial="Trail/backlighttrail" turnontime=1 turnofftime=1 material="Flares/ThrusterFlare1" />113 <Backlight mainstate=activity active=false scale=0.4 name=bltest position=" 20, 0, 70" colour="0.2, 0.65, 1.0, 1.0" width=15 length=1300 lifetime=2 elements=50 trailmaterial="Trail/backlighttrail" turnontime=1 turnofftime=1 material="Flares/ThrusterFlare1" /> 114 <Backlight mainstate=activity active=false scale=0.4 name=bltest position="-20, 0, 70" colour="0.2, 0.65, 1.0, 1.0" width=15 length=1300 lifetime=2 elements=50 trailmaterial="Trail/backlighttrail" turnontime=1 turnofftime=1 material="Flares/ThrusterFlare1" /> 122 115 </EffectContainer> 123 116 <EffectContainer condition="boost"> 124 <Backlight mainstate=activity active=false scale=0.4 name=bltest position=" 20, -25, -40" colour="0.6, 0.75, 0.8, 0.7" width=40 length=800 lifetime=1 elements=30 trailmaterial="Trail/backlighttrail" turnontime=1 turnofftime=1 material="Examples/Flare" />125 <Backlight mainstate=activity active=false scale=0.4 name=bltest position="-20, -25, -40" colour="0.6, 0.75, 0.8, 0.7" width=40 length=800 lifetime=1 elements=30 trailmaterial="Trail/backlighttrail" turnontime=1 turnofftime=1 material="Examples/Flare" />117 <Backlight mainstate=activity active=false scale=0.4 name=bltest position=" 20, 0, 70" colour="0.6, 0.75, 0.8, 0.7" width=40 length=800 lifetime=1 elements=30 trailmaterial="Trail/backlighttrail" turnontime=1 turnofftime=1 material="Examples/Flare" /> 118 <Backlight mainstate=activity active=false scale=0.4 name=bltest position="-20, 0, 70" colour="0.6, 0.75, 0.8, 0.7" width=40 length=800 lifetime=1 elements=30 trailmaterial="Trail/backlighttrail" turnontime=1 turnofftime=1 material="Examples/Flare" /> 126 119 </EffectContainer> 127 120 <!-- <EffectContainer condition="brake"> 128 <FadingBillboard mainstate=activity active=false scale=0.3 position=" 20, -25, -40" colour="0.5, 0.0, 0.0, 0.3" material="Examples/Flare" turnontime=0.5 turnofftime=0.5 />129 <FadingBillboard mainstate=activity active=false scale=0.3 position="-20, -25, -40" colour="0.5, 0.0, 0.0, 0.3" material="Examples/Flare" turnontime=0.5 turnofftime=0.5 />130 <FadingBillboard mainstate=activity active=false scale=0.15 position="20, -25, -40" colour="1.0, 0.0, 0.0, 1.0" material="Flares/backlightflare" turnontime=0.5 turnofftime=0.5 />131 <FadingBillboard mainstate=activity active=false scale=0.15 position="-20, -25, -40" colour="1.0, 0.0, 0.0, 1.0" material="Flares/backlightflare" turnontime=0.5 turnofftime=0.5 />121 <FadingBillboard mainstate=activity active=false scale=0.3 position=" 20, 0, 70" colour="0.5, 0.0, 0.0, 0.3" material="Examples/Flare" turnontime=0.5 turnofftime=0.5 /> 122 <FadingBillboard mainstate=activity active=false scale=0.3 position="-20, 0, 70" colour="0.5, 0.0, 0.0, 0.3" material="Examples/Flare" turnontime=0.5 turnofftime=0.5 /> 123 <FadingBillboard mainstate=activity active=false scale=0.15 position="20, 0, 70" colour="1.0, 0.0, 0.0, 1.0" material="Flares/backlightflare" turnontime=0.5 turnofftime=0.5 /> 124 <FadingBillboard mainstate=activity active=false scale=0.15 position="-20, 0, 70" colour="1.0, 0.0, 0.0, 1.0" material="Flares/backlightflare" turnontime=0.5 turnofftime=0.5 /> 132 125 </EffectContainer> 133 126 --> -
code/branches/presentation2011/src/libraries/core/GUIManager.cc
r8862 r8980 223 223 224 224 GUIManager* GUIManager::singletonPtr_s = 0; 225 /*static*/ const std::string GUIManager::defaultScheme_ = " TaharezGreen";225 /*static*/ const std::string GUIManager::defaultScheme_ = "Orxonox"; //TaharezGreen 226 226 227 227 SetConsoleCommand("showGUI", &GUIManager::showGUI).defaultValue(1, false).defaultValue(2, false); -
code/branches/presentation2011/src/modules/pong/Pong.cc
r8858 r8980 37 37 #include "core/EventIncludes.h" 38 38 #include "core/command/Executor.h" 39 #include "core/ConfigValueIncludes.h" 39 40 40 41 #include "gamestates/GSLevel.h" 42 #include "chat/ChatManager.h" 41 43 42 44 #include "PongCenterpoint.h" … … 45 47 #include "PongBot.h" 46 48 #include "PongAI.h" 47 48 49 namespace orxonox 49 50 { … … 75 76 // Set the type of Bots for this particular Gametype. 76 77 this->botclass_ = Class(PongBot); 78 this->scoreLimit_ = 10; 79 this->setConfigValues(); 77 80 } 78 81 … … 280 283 } 281 284 285 // If a palyer gets 21 points, he won the game -> end of game 286 287 PlayerInfo* player1 = this->getLeftPlayer(); 288 PlayerInfo* player2 = this->getRightPlayer(); 289 if(player1==NULL||player2==NULL) return; //safety 290 if(this->getScore(player1) >= scoreLimit_) 291 { 292 std::string name1=player1->getName(); 293 std::string message(name1 + " has won!"); 294 ChatManager::message(message); 295 this->end(); 296 } 297 else if(this->getScore(player2) >= scoreLimit_) 298 { 299 std::string name2=player2->getName(); 300 std::string message2(name2 + " has won!"); 301 ChatManager::message(message2); 302 this->end(); 303 } 282 304 // Restart the timer to start the ball. 283 305 this->starttimer_.startTimer(); 306 284 307 } 285 308 … … 321 344 return 0; 322 345 } 346 347 /** 348 @brief 349 Make scoreLimit_ configurable e.g. in the menu. 350 */ 351 void Pong::setConfigValues() 352 { 353 SetConfigValue(scoreLimit_, 10).description("The player first reaching those points wins."); 354 } 323 355 } -
code/branches/presentation2011/src/modules/pong/Pong.h
r8351 r8980 81 81 void setCenterpoint(PongCenterpoint* center) 82 82 { this->center_ = center; } 83 84 PlayerInfo* getLeftPlayer() const; //!< Get the left player. 83 void setConfigValues(); //!< Makes scoreLimit configurable. 84 85 PlayerInfo* getLeftPlayer() const; //!< Get the left player. 85 86 PlayerInfo* getRightPlayer() const; //!< Get the right player. 86 87 … … 94 95 WeakPtr<PongBall> ball_; //!< The Pong ball. 95 96 WeakPtr<PongBat> bat_[2]; //!< The two bats. 96 Timer starttimer_; //!< A timer to delay the start of the game. 97 Timer starttimer_; //!< A timer to delay the start of the game. 98 int scoreLimit_; //!< If a player scored that much points, the game is ended. 97 99 }; 98 100 } -
code/branches/presentation2011/src/modules/pong/PongAI.h
r8108 r8980 80 80 void delayedMove(); //!< Is called, when a delayed move takes effect. 81 81 82 PongBall* ball_; //!< Apointer to the ball.82 WeakPtr<PongBall> ball_; //!< A weak pointer to the ball. 83 83 Vector2 ballDirection_; //!< Vector to store the (x,z) direction in which the ball is flying. 84 84 float ballEndPosition_; //!< The calculated end position of the ball. -
code/branches/presentation2011/src/modules/pong/PongScore.cc
r8108 r8980 60 60 this->bShowLeftPlayer_ = false; 61 61 this->bShowRightPlayer_ = false; 62 this->player1_ = NULL; 63 this->player2_ = NULL; 62 64 } 63 65 … … 98 100 if (this->owner_ != NULL) 99 101 { 100 // Get the two players. 101 PlayerInfo* player1 = this->owner_->getLeftPlayer(); 102 PlayerInfo* player2 = this->owner_->getRightPlayer(); 103 104 std::string name1; 105 std::string name2; 106 107 std::string score1("0"); 108 std::string score2("0"); 109 110 // Save the name and score of each player as a string. 111 if (player1 != NULL) 102 if(!this->owner_->hasEnded()) 112 103 { 113 name1 = player1->getName(); 114 score1 = multi_cast<std::string>(this->owner_->getScore(player1)); 115 } 116 if (player2 != NULL) 117 { 118 name2 = player2->getName(); 119 score2 = multi_cast<std::string>(this->owner_->getScore(player2)); 104 //get the two players 105 player1_ = this->owner_->getLeftPlayer(); 106 player2_ = this->owner_->getRightPlayer(); 120 107 } 121 108 122 // Assemble the strings, depending on what should all be displayed. 123 std::string output1; 124 if (this->bShowLeftPlayer_) 109 if(this->owner_->hasStarted()) 125 110 { 126 if (this->bShowName_ && this->bShowScore_ && player1 != NULL) 127 output1 = name1 + " - " + score1; 128 else if (this->bShowScore_) 129 output1 = score1; 130 else if (this->bShowName_) 131 output1 = name1; 132 } 111 // Get the two players. 133 112 134 std::string output2; 135 if (this->bShowRightPlayer_) 136 { 137 if (this->bShowName_ && this->bShowScore_ && player2 != NULL) 113 std::string name1; 114 std::string name2; 115 116 std::string score1("0"); 117 std::string score2("0"); 118 119 // Save the name and score of each player as a string. 120 if (player1_ != NULL) 121 { 122 name1 = player1_->getName(); 123 score1 = multi_cast<std::string>(this->owner_->getScore(player1_)); 124 } 125 if (player2_ != NULL) 126 { 127 name2 = player2_->getName(); 128 score2 = multi_cast<std::string>(this->owner_->getScore(player2_)); 129 } 130 131 // Assemble the strings, depending on what should all be displayed. 132 std::string output1; 133 if (this->bShowLeftPlayer_) 134 { 135 if (this->bShowName_ && this->bShowScore_ && player1_ != NULL) 136 output1 = name1 + " - " + score1; 137 else if (this->bShowScore_) 138 output1 = score1; 139 else if (this->bShowName_) 140 output1 = name1; 141 } 142 143 std::string output2; 144 if (this->bShowRightPlayer_) 145 { 146 if (this->bShowName_ && this->bShowScore_ && player2_ != NULL) 138 147 output2 = score2 + " - " + name2; 139 148 else if (this->bShowScore_) … … 143 152 } 144 153 145 std::string output("PONG"); 146 if (this->bShowName_ || this->bShowScore_) 147 { 148 if (this->bShowLeftPlayer_ && this->bShowRightPlayer_) 149 output = output1 + ':' + output2; 150 else if (this->bShowLeftPlayer_ || this->bShowRightPlayer_) 151 output = output1 + output2; 154 std::string output("PONG"); 155 if (this->bShowName_ || this->bShowScore_) 156 { 157 if (this->bShowLeftPlayer_ && this->bShowRightPlayer_) 158 output = output1 + ':' + output2; 159 else if (this->bShowLeftPlayer_ || this->bShowRightPlayer_) 160 output = output1 + output2; 161 } 162 this->setCaption(output); 152 163 } 153 154 this->setCaption(output);155 164 } 156 165 } -
code/branches/presentation2011/src/modules/pong/PongScore.h
r8108 r8980 122 122 bool bShowLeftPlayer_; //!< Whether the left player is shown. 123 123 bool bShowRightPlayer_; //!< Whether the right player is shown. 124 PlayerInfo* player1_; //!< Store information about left player permanently. 125 PlayerInfo* player2_; //!< Same for the right player. To end the game properly. 124 126 }; 125 127 } -
code/branches/presentation2011/src/modules/weapons/projectiles/Rocket.cc
r8891 r8980 66 66 this->localAngularVelocity_ = 0; 67 67 this->lifetime_ = 100.0f; 68 this->bIsRocket_= true;69 68 70 69 if (GameMode::isMaster()) … … 135 134 if(this->isInitialized()) 136 135 { 137 this->bIsRocket_= false;138 136 if (GameMode::isMaster()) 139 137 { -
code/branches/presentation2011/src/modules/weapons/weaponmodes/LightningGun.cc
r8855 r8980 52 52 this->reloadTime_ = 1.0f; 53 53 this->damage_ = 0.0f; 54 this->speed_ = 250.0f;54 this->speed_ = 700.0f; 55 55 56 56 this->setMunitionName("LaserMunition"); -
code/branches/presentation2011/src/orxonox/controllers/AIController.cc
r8891 r8980 74 74 } 75 75 76 // search enemy 77 random = rnd(maxrand); 78 if (random < (15 + botlevel_* 20) && (!this->target_)) 79 this->searchNewTarget(); 80 81 // forget enemy 82 random = rnd(maxrand); 83 if (random < ((1-botlevel_)*6) && (this->target_)) 84 this->forgetTarget(); 85 86 // next enemy 87 random = rnd(maxrand); 88 if (random < (botlevel_*20) && (this->target_)) 89 this->searchNewTarget(); 90 91 // fly somewhere 92 random = rnd(maxrand); 93 if (random < 50 && (!this->bHasTargetPosition_ && !this->target_)) 94 this->searchRandomTargetPosition(); 95 96 // stop flying 97 random = rnd(maxrand); 98 if (random < 10 && (this->bHasTargetPosition_ && !this->target_)) 99 this->bHasTargetPosition_ = false; 100 101 // fly somewhere else 102 random = rnd(maxrand); 103 if (random < 30 && (this->bHasTargetPosition_ && !this->target_)) 104 this->searchRandomTargetPosition(); 105 106 // shoot 107 random = rnd(maxrand); 108 if (!(this->passive_) && random < (75 + botlevel_*25) && (this->target_ && !this->bShooting_)) 109 this->bShooting_ = true; 110 111 // stop shooting 112 random = rnd(maxrand); 113 if (random < ((1 - botlevel_)*25) && (this->bShooting_)) 114 this->bShooting_ = false; 115 116 // boost 117 random = rnd(maxrand); 118 if (random < botlevel_*100 ) 119 this->boostControl(); 120 121 // update Checkpoints 122 /*random = rnd(maxrand); 123 if (this->defaultWaypoint_ && random > (maxrand-10)) 124 this->manageWaypoints(); 125 else //if(random > maxrand-10) //CHECK USABILITY!!*/ 126 if (this->waypoints_.size() == 0 ) 127 this->manageWaypoints(); 128 76 this->defaultBehaviour(maxrand); 129 77 } 130 78 … … 136 84 if (this->state_ == MASTER) 137 85 { 138 139 140 86 this->commandSlaves(); 141 87 … … 170 116 this->searchNewMaster(); 171 117 172 // search enemy 173 random = rnd(maxrand); 174 if (random < (botlevel_)*25 && (!this->target_)) 175 this->searchNewTarget(); 176 177 // forget enemy 178 random = rnd(maxrand); 179 if (random < (1-botlevel_)*6 && (this->target_)) 180 this->forgetTarget(); 181 182 // next enemy 183 random = rnd(maxrand); 184 if (random < 10 && (this->target_)) 185 this->searchNewTarget(); 186 187 // fly somewhere 188 random = rnd(maxrand); 189 if (random < 50 && (!this->bHasTargetPosition_ && !this->target_)) 190 this->searchRandomTargetPosition(); 191 192 193 // fly somewhere else 194 random = rnd(maxrand); 195 if (random < 30 && (this->bHasTargetPosition_ && !this->target_)) 196 this->searchRandomTargetPosition(); 197 198 // shoot 199 random = rnd(maxrand); 200 if (!(this->passive_) && random < 25*(botlevel_)+1 && (this->target_ && !this->bShooting_)) 201 { 202 this->bShooting_ = true; 203 this->forceFreeSlaves(); 204 } 205 206 // stop shooting 207 random = rnd(maxrand); 208 if (random < ( (1- botlevel_)*25 ) && (this->bShooting_)) 209 this->bShooting_ = false; 210 211 // boost 212 random = rnd(maxrand); 213 if (random < botlevel_*100 ) 214 this->boostControl(); 215 216 // update Checkpoints 217 /*random = rnd(maxrand); 218 if (this->defaultWaypoint_ && random > (maxrand-10)) 219 this->manageWaypoints(); 220 else //if(random > maxrand-10) //CHECK USABILITY!!*/ 221 if (this->waypoints_.size() == 0 ) 222 this->manageWaypoints(); 118 this->defaultBehaviour(maxrand); 223 119 } 224 120 } 225 226 121 } 227 122 … … 321 216 { //Vector-implementation: mode_.back() == ROCKET; 322 217 if(controllable) 323 { 324 if(controllable->getRocket())//Check wether the bot is controlling the rocket and if the timeout is over. 218 {//Check wether the bot is controlling the rocket and if the timeout is over. 219 if(controllable->getIdentifier() == ClassByString("Rocket")) 220 325 221 { 326 222 this->follow(); … … 342 238 } 343 239 240 void AIController::defaultBehaviour(float maxrand) 241 { float random; 242 // search enemy 243 random = rnd(maxrand); 244 if (random < (botlevel_* 100) && (!this->target_)) 245 this->searchNewTarget(); 246 247 // forget enemy 248 random = rnd(maxrand); 249 if (random < ((1-botlevel_)*20) && (this->target_)) 250 this->forgetTarget(); 251 252 // next enemy 253 random = rnd(maxrand); 254 if (random < (botlevel_*30) && (this->target_)) 255 this->searchNewTarget(); 256 257 // fly somewhere 258 random = rnd(maxrand); 259 if (random < 50 && (!this->bHasTargetPosition_ && !this->target_)) 260 this->searchRandomTargetPosition(); 261 262 // stop flying 263 random = rnd(maxrand); 264 if (random < 10 && (this->bHasTargetPosition_ && !this->target_)) 265 this->bHasTargetPosition_ = false; 266 267 // fly somewhere else 268 random = rnd(maxrand); 269 if (random < 30 && (this->bHasTargetPosition_ && !this->target_)) 270 this->searchRandomTargetPosition(); 271 272 if (this->state_ == MASTER) // master: shoot 273 { 274 random = rnd(maxrand); 275 if (!(this->passive_) && random < (100*botlevel_) && (this->target_ && !this->bShooting_)) 276 { 277 this->bShooting_ = true; 278 this->forceFreeSlaves(); 279 } 280 } 281 else 282 { 283 // shoot 284 random = rnd(maxrand); 285 if (!(this->passive_) && random < (botlevel_*100) && (this->target_ && !this->bShooting_)) 286 this->bShooting_ = true; 287 } 288 289 // stop shooting 290 random = rnd(maxrand); 291 if (random < ((1 - botlevel_)*50) && (this->bShooting_)) 292 this->bShooting_ = false; 293 294 // boost 295 random = rnd(maxrand); 296 if (random < botlevel_*50 ) 297 this->boostControl(); 298 299 // update Checkpoints 300 /*random = rnd(maxrand); 301 if (this->defaultWaypoint_ && random > (maxrand-10)) 302 this->manageWaypoints(); 303 else //if(random > maxrand-10) //CHECK USABILITY!!*/ 304 if (this->waypoints_.size() == 0 ) 305 this->manageWaypoints(); 306 } 307 344 308 } -
code/branches/presentation2011/src/orxonox/controllers/AIController.h
r8729 r8980 44 44 virtual ~AIController(); 45 45 46 virtual void tick(float dt); 46 virtual void tick(float dt); //<! Carrying out the targets set in action(). 47 47 48 48 protected: 49 virtual void action(); 49 virtual void action(); //<! action() is called in regular intervals managing the bot's behaviour ~ setting targets. 50 void defaultBehaviour(float maxrand); //<! Helper function for code reusage. Some concrete commands for a bot. 50 51 51 52 private: 52 53 static const float ACTION_INTERVAL; 53 54 54 Timer actionTimer_; 55 Timer actionTimer_; //<! Regularly calls action(). 55 56 }; 56 57 } -
code/branches/presentation2011/src/orxonox/controllers/ArtificialController.cc
r8892 r8980 42 42 #include "gametypes/TeamDeathmatch.h" 43 43 #include "gametypes/Dynamicmatch.h" 44 #include "gametypes/Mission.h" 44 45 #include "controllers/WaypointPatrolController.h" 45 46 #include "controllers/NewHumanController.h" … … 92 93 this->target_.setCallback(createFunctor(&ArtificialController::targetDied, this)); 93 94 this->bSetupWorked = false; 94 this->botlevel_ = 0. 2f;95 this->botlevel_ = 0.5f; 95 96 this->mode_ = DEFAULT;////Vector-implementation: mode_.push_back(DEFAULT); 96 97 this->timeout_ = 0; … … 998 999 } 999 1000 1001 Mission* miss = orxonox_cast<Mission*>(gametype); 1002 if (miss) 1003 { 1004 if (entity1->getPlayer()) 1005 team1 = miss->getTeam(entity1->getPlayer()); 1006 1007 if (entity2->getPlayer()) 1008 team2 = miss->getTeam(entity2->getPlayer()); 1009 } 1010 1000 1011 TeamBaseMatchBase* base = 0; 1001 1012 base = orxonox_cast<TeamBaseMatchBase*>(entity1); … … 1110 1121 { 1111 1122 Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity()); 1112 if(pawn )1123 if(pawn && pawn->isA(Class(SpaceShip))) //fix for First Person Mode: check for SpaceShip 1113 1124 { 1114 1125 this->weaponModes_.clear(); // reset previous weapon information -
code/branches/presentation2011/src/orxonox/controllers/ArtificialController.h
r8891 r8980 51 51 void abandonTarget(Pawn* target); 52 52 53 inline void setTeam(int team) 53 inline void setTeam(int team) //TODO: write through to controllable entity. 54 54 { this->team_ = team; } 55 55 inline int getTeam() const -
code/branches/presentation2011/src/orxonox/controllers/HumanController.cc
r8858 r8980 195 195 this->boosting_ = true; 196 196 this->boostingTimeout_.startTimer(); 197 198 this->controllableEntity_->boost(this->boosting_);197 if(this->controllableEntity_) 198 this->controllableEntity_->boost(this->boosting_); 199 199 // orxout() << "Start boosting" << endl; 200 200 } … … 209 209 this->boosting_ = false; 210 210 this->boostingTimeout_.stopTimer(); 211 212 this->controllableEntity_->boost(this->boosting_);211 if(this->controllableEntity_) 212 this->controllableEntity_->boost(this->boosting_); 213 213 // orxout() << "Stop boosting" << endl; 214 214 } -
code/branches/presentation2011/src/orxonox/controllers/WaypointPatrolController.cc
r7184 r8980 42 42 RegisterObject(WaypointPatrolController); 43 43 44 //this->team_ = 0;45 44 this->alertnessradius_ = 500; 46 45 … … 53 52 54 53 XMLPortParam(WaypointPatrolController, "alertnessradius", setAlertnessRadius, getAlertnessRadius, xmlelement, mode).defaultValues(500.0f); 55 // XMLPortParam(WaypointPatrolController, "team", setTeam, getTeam, xmlelement, mode).defaultValues(0);56 54 } 57 55 -
code/branches/presentation2011/src/orxonox/controllers/WaypointPatrolController.h
r7163 r8980 46 46 virtual void tick(float dt); 47 47 48 /* inline void setTeam(int team)49 { this->team_ = team; }50 inline int getTeam() const51 { return this->team_; } */52 53 48 inline void setAlertnessRadius(float radius) 54 49 { this->alertnessradius_ = radius; } … … 59 54 void searchEnemy(); 60 55 61 //int team_;62 56 float alertnessradius_; 63 57 Timer patrolTimer_; -
code/branches/presentation2011/src/orxonox/gametypes/CMakeLists.txt
r8178 r8980 9 9 LastManStanding.cc 10 10 LastTeamStanding.cc 11 TeamGametype.cc 12 Mission.cc 11 13 ) -
code/branches/presentation2011/src/orxonox/gametypes/Gametype.cc
r8858 r8980 85 85 this->dedicatedKillBots_ = createConsoleCommand( "dedicatedKillBots", createExecutor( createFunctor(&Gametype::killBots, this) ) ); 86 86 /* HACK HACK HACK */ 87 //this->numberOfPlayers_ = 0; 87 88 } 88 89 … … 132 133 this->gtinfo_->playerReadyToSpawn(it->first); 133 134 } 134 135 135 136 this->checkStart(); 136 137 } … … 439 440 if(player->isHumanPlayer()) 440 441 this->gtinfo_->playerSpawned(player); 441 442 442 443 this->playerPostSpawn(player); 443 444 } -
code/branches/presentation2011/src/orxonox/gametypes/Gametype.h
r8706 r8980 123 123 { return this->gtinfo_->getHUDTemplate(); } 124 124 125 v oid addBots(unsigned int amount);125 virtual void addBots(unsigned int amount); 126 126 void killBots(unsigned int amount = 0); 127 128 inline unsigned int getNumberOfPlayers() const129 { return this->players_.size(); }130 127 131 128 virtual void addTime(float t); … … 151 148 152 149 //inline bool getForceSpawn() 153 // { return this->bForceSpawn_; } 150 // { return this->bForceSpawn_; } 154 151 155 152 virtual void resetTimer(); 156 153 virtual void resetTimer(float t); 154 inline unsigned int getNumberOfPlayers() 155 { return this->gtinfo_->getNumberOfPlayers(); } 157 156 158 157 protected: … … 192 191 ConsoleCommand* dedicatedKillBots_; 193 192 /* HACK HACK HACK */ 193 194 194 }; 195 195 } -
code/branches/presentation2011/src/orxonox/gametypes/TeamDeathmatch.h
r5781 r8980 56 56 57 57 int getTeam(PlayerInfo* player); 58 59 58 inline const ColourValue& getTeamColour(int teamnr) const 60 59 { return this->teamcolours_[teamnr]; } -
code/branches/presentation2011/src/orxonox/infos/GametypeInfo.h
r8706 r8980 119 119 inline const std::string& getHUDTemplate() const 120 120 { return this->hudtemplate_; } 121 122 inline unsigned int getNumberOfPlayers() const 123 { return this->spawnedPlayers_.size(); } 121 124 122 125 void sendAnnounceMessage(const std::string& message); -
code/branches/presentation2011/src/orxonox/worldentities/ControllableEntity.cc
r8891 r8980 74 74 this->bMouseLook_ = false; 75 75 this->mouseLookSpeed_ = 200; 76 this->bIsRocket_ = false;77 76 78 77 this->server_position_ = Vector3::ZERO; … … 88 87 this->setPriority( Priority::VeryHigh ); 89 88 this->registerVariables(); 89 this->team_ = -1; 90 90 } 91 91 … … 120 120 SUPER(ControllableEntity, XMLPort, xmlelement, mode); 121 121 122 XMLPortParam(ControllableEntity, "team", setTeam, getTeam, xmlelement, mode).defaultValues(-1); 122 123 XMLPortParam(ControllableEntity, "hudtemplate", setHudTemplate, getHudTemplate, xmlelement, mode); 123 124 XMLPortParam(ControllableEntity, "camerapositiontemplate", setCameraPositionTemplate, getCameraPositionTemplate, xmlelement, mode); -
code/branches/presentation2011/src/orxonox/worldentities/ControllableEntity.h
r8891 r8980 163 163 { return this->target_.get(); } 164 164 void setTargetInternal( uint32_t targetID ); 165 inline bool getRocket() const 166 { return this-> bIsRocket_; } 165 166 inline void setTeam(int team) 167 { this->team_ = team; } 168 inline float getTeam() const 169 { return this->team_; } 167 170 168 171 protected: … … 183 186 184 187 Ogre::SceneNode* cameraPositionRootNode_; 185 bool bIsRocket_; //Workaround to see, if the controllable entity is a Rocket.186 188 187 189 private: … … 240 242 CameraPosition* reverseCamera_; 241 243 WeakPtr<WorldEntity> target_; 244 245 int team_ ; //<! teamnumber 242 246 }; 243 247 } -
code/branches/presentation2011/src/orxonox/worldentities/pawns/Pawn.cc
r8891 r8980 129 129 XMLPortParam(Pawn, "reloadrate", setReloadRate, getReloadRate, xmlelement, mode).defaultValues(0); 130 130 XMLPortParam(Pawn, "reloadwaittime", setReloadWaitTime, getReloadWaitTime, xmlelement, mode).defaultValues(1.0f); 131 132 131 133 } 132 134 … … 455 457 SUPER(Pawn, changedActivity); 456 458 457 this->setRadarVisibility(this->is Active());459 this->setRadarVisibility(this->isVisible()); 458 460 } 459 461 -
code/branches/presentation2011/src/orxonox/worldentities/pawns/Pawn.h
r8891 r8980 53 53 inline bool isAlive() const 54 54 { return this->bAlive_; } 55 55 56 56 57 virtual void setHealth(float health); … … 194 195 { return NULL; } 195 196 197 196 198 float health_; 197 199 float maxHealth_;
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