Some world processor documentation
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@@ -1740,9 +1740,17 @@ lst.unitlocate = Locate a specific type of position/building anywhere on the map
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lst.getblock = Get tile data at any location.
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lst.getblock = Get tile data at any location.
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lst.setblock = Set tile data at any location.
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lst.setblock = Set tile data at any location.
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lst.spawnunit = Spawn unit at a location.
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lst.spawnunit = Spawn unit at a location.
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lst.applystatus = Apply or clear a status effect from a uniut.
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lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
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lst.explosion = Create an explosion at a location.
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lst.setrate = Set processor execution speed in instructions/tick.
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lst.fetch = Lookup units, cores, players or buildings by index.\nIndices start at 0 and end at their returned count.
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lst.packcolor = Pack [0, 1] RGBA components into a single number for drawing or rule-setting.
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lst.packcolor = Pack [0, 1] RGBA components into a single number for drawing or rule-setting.
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lst.setrule = Set a game rule.
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lst.setrule = Set a game rule.
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lst.flushmessage = Display a message on the screen from the text buffer.\nWill wait until the previous message finishes.
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lst.flushmessage = Display a message on the screen from the text buffer.\nWill wait until the previous message finishes.
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lst.cutscene = Manipulate the player camera.
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lst.setflag = Set a global flag that can be read by all processors.
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lst.getflag = Check if a global flag is set.
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logic.nounitbuild = [red]Unit building logic is not allowed here.
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logic.nounitbuild = [red]Unit building logic is not allowed here.
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@@ -33,7 +33,6 @@ abstract class TankComp implements Posc, Flyingc, Hitboxc, Unitc, ElevationMovec
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if(walked && !headless && !inFogTo(player.team())){
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if(walked && !headless && !inFogTo(player.team())){
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treadEffectTime += Time.delta;
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treadEffectTime += Time.delta;
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if(treadEffectTime >= 6f && type.treadRects.length > 0){
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if(treadEffectTime >= 6f && type.treadRects.length > 0){
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var treadRegion = type.treadRegion;
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//first rect should always be at the back
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//first rect should always be at the back
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var treadRect = type.treadRects[0];
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var treadRect = type.treadRects[0];
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