Changes between Version 10 and Version 11 of Rmgen_Library
- Timestamp:
- Mar 23, 2012, 4:36:26 PM (12 years ago)
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Rmgen_Library
v10 v11 23 23 * `setHeight(x, z, height)`: Manually set the terrain height for tile (x,z). 24 24 * `getHeight(x, z)`: Returns height of tile (x,z). 25 * `getTerrainTexture(x, y)`: Returns terrain texture of tile (x,z). 25 26 26 27 Note: By default the height map refers to the corners of the terrain grid, so is one unit larger in both directions. Setting TILE_CENTERED_HEIGHT_MAP = true; makes the height map define the height of the centres of each terrain grid square (interpolated to the corners at the export stage). … … 125 126 To create a tile class call `createTileClass()` which will return a new integer ID. Store the ID in a variable for future reference. If you want to get the tile class object, call `getTileClass(id)` and it will return the object or `undefined` if the ID was invalid. 126 127 127 Points can be added individually to a tile class with `addToClass(x, z, id)`. In practice this would be tedious, and one advantage of areas is they allow a simple representation of points. There is a special area painter just for this purpose, `TileClassPainter(tileClass)`. This could be used directly if you have a tile class object, but more common is using the `paintClass(id)` helper function, which will return a `TileClassPainter` matching the given ID. 128 Points can be added individually to a tile class with `addToClass(x, z, id)`. In practice this would be tedious, and one advantage of areas is they allow a simple representation of points. There is a special area painter just for this purpose, `TileClassPainter(tileClass)`. This could be used directly if you have a tile class object, but more common is using the `paintClass(id)` helper function, which will return a `TileClassPainter` matching the given ID. For removing tiles from a tile class, you can use `unPaintClass(id)` or `TileClassUnPainter` in a similar way. You can also check if a tile is in a class by using `checkIfInClass(x, z, id)` function. 128 129 129 130 == Controlling Placement: Constraints == … … 185 186 * `randFloat(minValue, maxValue)`: Returns a random floating-point number between `minValue` (inclusive) and `maxValue` (exclusive). 186 187 * `chooseRand(...)`: Returns one of its arguments at random (takes any number of arguments). 187 * ` createStartingPlayerEntities(x, z, playerid, civEntities, BUILDING_ANGlE)`: Creates starting player entities of a selected player in the given coordinates.188 * `getDistance(x1, z1, x2, z2)`: Function to get the distance between 2 points 188 189 189 190 == Random Biome System == … … 223 224 * "13":Large metal mine 224 225 225 * `rBiomeAn()`: "n" in the end of the function can be any number from 1 to 8. Returns the n'th actor of the current set. For example rBiomeA3() returns the third actor of the set which is reserved for water reeds. These actors are used for:226 * `rBiomeAn()`: "n" in the end of the function can be any number from 1 to 9. Returns the n'th actor of the current set. For example rBiomeA3() returns the third actor of the set which is reserved for water reeds. These actors are used for: 226 227 * "1-2":Grass 227 228 * "3-4":Water decoration 228 229 * "5-6":Stones 229 230 * "7-8":Bushes 231 * "9":Tree actors. Used as eyecandy for unreachable areas (eg: hilltops) 232 233 == Other Helpers == 234 235 * `createStartingPlayerEntities(x, z, playerid, civEntities, BUILDING_ANGlE)`: Creates starting player entities of a selected player in the given coordinates. 236 * `passageMaker(x1, z1, x2, z2, width, maxheight, height, smooth, tileclass, terrain)`: Function for creating shallow water between two given points 237 * `paintTerrainBasedOnHeight(minheight, maxheight, mode, terrain)`: Paints the tiles which have a height between minheight and maxheight with the given terrain 238 * `paintTileClassBasedOnHeight(minheight, maxheight, mode, tileclass)`: Paints the tiles which have a height between minheight and maxheight with the given tile class 230 239 231 240 == Script Library ==