Свободное общение | Модостроители Cryengine
Ребят кто то работал с данным редактором?
2-3-4-5 часть интересует FarCry, ну и собственно наброски
2-3-4-5 часть интересует FarCry, ну и собственно наброски
Здесь как-бы вап мастерская)
Kotana (28.12.2018 в 20:42)
Здесь как-бы вап мастерская)
Здесь как-бы вап мастерская)
и что, там тоже код присутствует
Kotana (28.12.2018 в 20:42)
Здесь как-бы вап мастерская)
Здесь как-бы вап мастерская)
Mission = {
Briefing = 0,
};
function Mission:OnInit()
-- you may want to load a string-table etc. here...
Hud:FlashObjectives({},"");
Hud:SetRadarObjective("nil");
end
e_beach=0
--------------------------------------------------------------------------------------------------------
function Mission:Event_flush()
--Hud:FlashObjectives({},"");
--Hud:SetRadarObjective("nil");
end
function Mission:Event_rock_fall_1_()
Movie:PlaySequence('rock_fall_1_')
end
function Mission:Event_screwed_fight()
System:LogToConsole("screwed_fight");
Movie:PlaySequence('screwed_fight')
end
function Mission:Event_helipad_exposition()
System:LogToConsole("helipad_exposition");
Movie:PlaySequence('helipad_exposition')
end
function Mission:Event_MissionStart()
--self.audio = Sound:LoadSound("LANGUAGES/missiontalk/temple_catacombs/templecatacombs_direction_1.wav");
--Sound:PlaySound(self.audio);
Hud:PushObjective({},Localize("FollowThePathToT"))
Hud:PushObjective({},Localize("RetrieveMurphysP"))
Hud:SetRadarObjective("templeentrance");
end
function Mission:Event_helipad_Brief_A()
--Hud:AddMessage('Doyle: The Mercs have secured the entrance to the catacombs - trapping the mutants inside',10);
--Hud:AddMessage('Doyle: and are airlifting nerve gas canisters in.',8);
end
function Mission:Event_helipad_Brief_C()
--Hud:AddMessage('Doyle: ...and planted nerve gas canisters inside.',10);
--Hud:AddMessage('Destroy them with hand grenades, and dont get too close to them!',10);
end
function Mission:Event_gas_warning()
--Hud:AddMessage('The gas canister is leaking - dont get too close!',10);
end
function Mission:Event_RadioWarning()
--Hud:AddMessage('Valerie: Be on the look out for their radios',8);
--Hud:AddMessage('Valerie: If one of them gets to it, he will call in reinforcments',10);
--Hud:AddMessage('Valerie: Stop them by killing the Mercs before they get to it, or by shooting the radio',12);
end
function Mission:Event_RadioWarningHeli()
--Hud:AddMessage('Valerie: Oh no, they called reinforcements!',10);
end
function Mission:Event_murphyfound()
--Hud:AddMessage('Doyle: You found him. Now get out of there - with the PDA',10);
--Hud:AddMessage('PDA collected',10);
Hud:PushObjective({},Localize("FindAWayOutOfThe"))
Hud:CompleteObjective(Localize("RetrieveMurphysP"))
Hud:SetRadarObjective("EXIT");
Hud:AddMessage(Localize("NewObjective"),10);
end
function Mission:Event_RadioWarningRadioDestroyed()
--Hud:AddMessage('Valerie: Good work - they wont be using THAT any more',8);
end
function Mission:Event_EnteringRuins()
--Hud:AddMessage('Valerie: They must have sealed the entrance!',8);
--Hud:AddMessage('Valerie: Maybe they have some explosives left over - then you can unseal it.',10);
--Hud:AddMessage('Valerie: Look around the ruins maybe?',12);
Hud:PushObjective({},Localize("FindSomeExplosiv"))
Hud:PushObjective({},Localize("RetrieveMurphysP"))
Hud:CompleteObjective(Localize("FollowThePathToT"))
Hud:SetRadarObjective("explosives");
Hud:AddMessage(Localize("NewObjectives"),10);
end
function Mission:Event_ReachRuinsAfterExp()
--Hud:AddMessage('Valerie: They must have sealed the entrance!',8);
--Hud:AddMessage('Valerie: Maybe they have some explosives left over - then you can unseal it.',10);
--Hud:AddMessage('Valerie: Look around the ruins maybe?',12);
Hud:CompleteObjective(Localize("FollowThePathToT"))
end
function Mission:Event_explo1found()
--Hud:AddMessage('You picked up an explosive - now get it back to the catacombs entrance',8);
--Hud:PushObjective({},"Place the explosives at the rock fall at the temple entrance")
Hud:PushObjective({},Localize("FindSomeExplosiv"))
Hud:CompleteObjective(Localize("FindSomeExplosiv"))
Hud:SetRadarObjective("templeentrance");
end
function Mission:Event_ruins_entered()
--Hud:AddMessage('Doyle: Well done you opened the entrance.',8);
--Hud:AddMessage('Doyle:Now get in there and find my assistent.',8);
Hud:CompleteObjective(Localize("BreakIntoTheCata"))
Hud:CompleteObjective(Localize("PlaceTheExplosiv"))
Hud:SetRadarObjective("PDA");
end
function Mission:Event_DeadScientist()
--Hud:AddMessage('Valerie: Another one! Be careful Jack!',10);
end
function Mission:OnUpdate()
local i;
local bFinished=1;
for i,objective in Mission do
if (type(objective)~="function") then
if (objective==0) then
bFinished=0;
else
end
end
end
if (bFinished==1) then
self.Finish();
end
end
function Mission:Finish()
Hud:CompleteObjective(Localize("FindAWayOutOfThe"))
end
function Mission:Event_MissionFinished()
--Hud:AddMessage('loading next mission',8);
System:LogToConsole('loading next mission')
Game:ShowIngameDialog(-1, "", "", 12, "loading next mission",5);
_localplayer.cnt:SavePlayerElements();
Game:SendMessage('StartLevelFade River');
--Game:SendMessage('StartLevelFade River River +PersistPlayerStats');
end
function Mission:Event_OutsideMap()
--System:Log("setting timetodie to 1");
_localplayer.timetodie=1;
_localplayer:SetTimer(100);
end
Briefing = 0,
};
function Mission:OnInit()
-- you may want to load a string-table etc. here...
Hud:FlashObjectives({},"");
Hud:SetRadarObjective("nil");
end
e_beach=0
--------------------------------------------------------------------------------------------------------
function Mission:Event_flush()
--Hud:FlashObjectives({},"");
--Hud:SetRadarObjective("nil");
end
function Mission:Event_rock_fall_1_()
Movie:PlaySequence('rock_fall_1_')
end
function Mission:Event_screwed_fight()
System:LogToConsole("screwed_fight");
Movie:PlaySequence('screwed_fight')
end
function Mission:Event_helipad_exposition()
System:LogToConsole("helipad_exposition");
Movie:PlaySequence('helipad_exposition')
end
function Mission:Event_MissionStart()
--self.audio = Sound:LoadSound("LANGUAGES/missiontalk/temple_catacombs/templecatacombs_direction_1.wav");
--Sound:PlaySound(self.audio);
Hud:PushObjective({},Localize("FollowThePathToT"))
Hud:PushObjective({},Localize("RetrieveMurphysP"))
Hud:SetRadarObjective("templeentrance");
end
function Mission:Event_helipad_Brief_A()
--Hud:AddMessage('Doyle: The Mercs have secured the entrance to the catacombs - trapping the mutants inside',10);
--Hud:AddMessage('Doyle: and are airlifting nerve gas canisters in.',8);
end
function Mission:Event_helipad_Brief_C()
--Hud:AddMessage('Doyle: ...and planted nerve gas canisters inside.',10);
--Hud:AddMessage('Destroy them with hand grenades, and dont get too close to them!',10);
end
function Mission:Event_gas_warning()
--Hud:AddMessage('The gas canister is leaking - dont get too close!',10);
end
function Mission:Event_RadioWarning()
--Hud:AddMessage('Valerie: Be on the look out for their radios',8);
--Hud:AddMessage('Valerie: If one of them gets to it, he will call in reinforcments',10);
--Hud:AddMessage('Valerie: Stop them by killing the Mercs before they get to it, or by shooting the radio',12);
end
function Mission:Event_RadioWarningHeli()
--Hud:AddMessage('Valerie: Oh no, they called reinforcements!',10);
end
function Mission:Event_murphyfound()
--Hud:AddMessage('Doyle: You found him. Now get out of there - with the PDA',10);
--Hud:AddMessage('PDA collected',10);
Hud:PushObjective({},Localize("FindAWayOutOfThe"))
Hud:CompleteObjective(Localize("RetrieveMurphysP"))
Hud:SetRadarObjective("EXIT");
Hud:AddMessage(Localize("NewObjective"),10);
end
function Mission:Event_RadioWarningRadioDestroyed()
--Hud:AddMessage('Valerie: Good work - they wont be using THAT any more',8);
end
function Mission:Event_EnteringRuins()
--Hud:AddMessage('Valerie: They must have sealed the entrance!',8);
--Hud:AddMessage('Valerie: Maybe they have some explosives left over - then you can unseal it.',10);
--Hud:AddMessage('Valerie: Look around the ruins maybe?',12);
Hud:PushObjective({},Localize("FindSomeExplosiv"))
Hud:PushObjective({},Localize("RetrieveMurphysP"))
Hud:CompleteObjective(Localize("FollowThePathToT"))
Hud:SetRadarObjective("explosives");
Hud:AddMessage(Localize("NewObjectives"),10);
end
function Mission:Event_ReachRuinsAfterExp()
--Hud:AddMessage('Valerie: They must have sealed the entrance!',8);
--Hud:AddMessage('Valerie: Maybe they have some explosives left over - then you can unseal it.',10);
--Hud:AddMessage('Valerie: Look around the ruins maybe?',12);
Hud:CompleteObjective(Localize("FollowThePathToT"))
end
function Mission:Event_explo1found()
--Hud:AddMessage('You picked up an explosive - now get it back to the catacombs entrance',8);
--Hud:PushObjective({},"Place the explosives at the rock fall at the temple entrance")
Hud:PushObjective({},Localize("FindSomeExplosiv"))
Hud:CompleteObjective(Localize("FindSomeExplosiv"))
Hud:SetRadarObjective("templeentrance");
end
function Mission:Event_ruins_entered()
--Hud:AddMessage('Doyle: Well done you opened the entrance.',8);
--Hud:AddMessage('Doyle:Now get in there and find my assistent.',8);
Hud:CompleteObjective(Localize("BreakIntoTheCata"))
Hud:CompleteObjective(Localize("PlaceTheExplosiv"))
Hud:SetRadarObjective("PDA");
end
function Mission:Event_DeadScientist()
--Hud:AddMessage('Valerie: Another one! Be careful Jack!',10);
end
function Mission:OnUpdate()
local i;
local bFinished=1;
for i,objective in Mission do
if (type(objective)~="function") then
if (objective==0) then
bFinished=0;
else
end
end
end
if (bFinished==1) then
self.Finish();
end
end
function Mission:Finish()
Hud:CompleteObjective(Localize("FindAWayOutOfThe"))
end
function Mission:Event_MissionFinished()
--Hud:AddMessage('loading next mission',8);
System:LogToConsole('loading next mission')
Game:ShowIngameDialog(-1, "", "", 12, "loading next mission",5);
_localplayer.cnt:SavePlayerElements();
Game:SendMessage('StartLevelFade River');
--Game:SendMessage('StartLevelFade River River +PersistPlayerStats');
end
function Mission:Event_OutsideMap()
--System:Log("setting timetodie to 1");
_localplayer.timetodie=1;
_localplayer:SetTimer(100);
end