| 44 | == Already implemented functions == |
| 45 | ||'''Function Effect'''||'''Examples'''||'''Additional Info'''|| |
| 46 | || Scoring|| Deathmatch, TeamBaseMatch|| in gametype.h : struct Player->frags_|| |
| 47 | || Change Colour||TeamDeathmatch, Dynamicmatch ||Dynamicmatch::setPlayerColour, Dynamicmatch::setConfigValues() || |
| 48 | || Countdown|| UnderAttack||UnderAttack::tick, float gameTime_, int timesequence_ || |
| 49 | |
| 50 | == Text Output == |
| 51 | There are two configurable ways how to display text in a gametype. You can display a line of text via sendStaticMessage() or sendFadingMessage(). |
| 52 | * In constructor: __setHUDTemplate("yourgametypeHUD")__ |
| 53 | * Use __sendStaticMessage()__ or __sendFadingMessage()__ functions in your gametype to display text |
| 54 | * Define the look of the text via a __../data/overlays/yourgametypehhud.oxo__ file. Example: dynamicmatchhud.oxo |
| 55 | * Include the template in your level file via __include("yourgametypehud.oxo")__ |
| 56 | |
| 57 | == [wiki:LevelHowTo Level Creation] == |
| 58 | * add spawnpoints or teamspawnpoints |
| 59 | * add comments to structure your level file or to comment out code: __<!-- Comment -->__ |
| 60 | * Basic objects: static entity and movable (rotating) entity |
| 61 | * add 3D-objects (<Model> with mesh) and its physical form (<collisionShapes>) |
| 62 | * randomness, loops -> lua script |
| 63 | * Examples: |
| 64 | * '''linear movement''': tansporter in __gametype_underattack.oxw__ |
| 65 | * '''circular movement''': rotating satellite in __gametype_dynamicmatch.oxw__ |
| 66 | * ''' force fields, deadly asteroids, in-game bots''': __gametype_asteroids.oxw__ |
| 67 | |