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Alt 11.04.2005, 17:55   #5 (permalink)
ofpdaniel
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Registriert seit: 16.09.2004
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Standard AW: Dynamisches Gras

Hier gepostet was da von vom Verwenden des Scripts steht:
How to use the script:

Zitat:

[1 target,2 object,3 density,4 object count,5* speed,6* height variation,7* damage or not] exec "uwar_grass.sqs"

* = optional

1. target is the unit that the objects will follow, just make it player for normal use.

2. object is the object name, like "uwar_weeds1", be sure to include the quotations.

3. density is a number greater than 0 that determines how spread out the grass objects are. use 0.5 density for spread out larger objects, and 1 or above for smaller objects that are not as visible from a distance

4. object count is the number of grass objects of this type to make, about 400 total among all types should be reasonable for performance

5. speed multiplier at which grass script loops, acceptable values are .2 and up, where .2 is the best for performance but grass will not follow the target quickly. DEFAULT is 0.75

6. height variation is the height in meters than the object can be randomly pushed down into the ground. this can create more varied grassfields, .25 to .5 is recommended, DEFAULT is 0. it should also be noted that there is a bias towards taller grass, it is not linearly random.

7. damage or not, accepts either true or false, and determines if all objects should be fully damaged when created. this will prevent objects from being destroyed in game, so DEFAULT is true. you would want false if you want to be able to flatten the object when you drive over it, or if you are not using this script for grass at all but being creative, try it with houses and a low density value!

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