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edits
(added/updated methods for changing triggers, markers, decoration meshes; updated some info about rails, hulls; made wording more accurate about "level objects" vs "level resources" - those categories should probably be split into two pages) |
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They can definitely have individual variables modified by running <code>Names["The DM's ObjectName"]:function</code> with the same kind of code found inside the DecorationInitialize function (found in DecorationMeshes.lua); | They can definitely have individual variables modified by running <code>Names["The DM's ObjectName"]:function</code> with the same kind of code found inside the DecorationInitialize function (found in DecorationMeshes.lua); | ||
for example <code>Names["ObjectName"]:SetMatrix( Transformation | for example <code>Names["ObjectName"]:SetMatrix( Transformation formatted like below )</code> will change the rotation/scale/position of the mesh. | ||
Here is basically how the Decoration Mesh constructor table is formatted (this is the Sphinx in Level_Graveyard): | Here is basically how the Decoration Mesh constructor table is formatted (this is the Sphinx in Level_Graveyard): | ||
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<div style="font-weight:bold;line-height:1.6;">Example of non-binarized Decoration Mesh constructor</div> | <div style="font-weight:bold;line-height:1.6;">Example of non-binarized Decoration Mesh constructor</div> | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
<nowiki>{ | <nowiki> { | ||
ObjectName = "ecd9205156899a8ad85b0dc3eb91313c" | ObjectName = "ecd9205156899a8ad85b0dc3eb91313c" | ||
, GardenerName = "|Decoration549|Decoration549_G" | , GardenerName = "|Decoration549|Decoration549_G" | ||
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} | } | ||
} | } | ||
}</nowiki></div></div> | } | ||
</nowiki> | |||
</div></div> | |||
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DecorationMeshes.lua includes a DecorationMeshes function (mostly commented out) and DecorationInitialize function, which seem like they could convert data in a DecorationMeshInstances table to Decorations and load them into the Names table, but there is no DecorationMeshInstances table ever created(?), plus the DecorationMeshes function needs to be passed a DecorationBarn as "decBarn" and there is nothing like a game:decBarn()/decorationBarn()/etc. It is not yet known if/how we could call a usable DecorationBarn in Lua. | DecorationMeshes.lua includes a DecorationMeshes function (mostly commented out) and DecorationInitialize function, which seem like they could convert data in a DecorationMeshInstances table to Decorations and load them into the Names table, but there is no DecorationMeshInstances table ever created(?), plus the DecorationMeshes function needs to be passed a DecorationBarn as "decBarn" and there is nothing like a game:decBarn()/decorationBarn()/etc. It is not yet known if/how we could call a usable DecorationBarn in Lua. | ||
===Rails=== | ===Rails=== | ||
Rails are invisible lines drawn between a set of point locations, which may be "closed", as in the last point connects back to the first point. They seem to mostly be used as a path for an object/etc to move along, but are also used for other kinds of things that are based on a "2D" line in space - like some wind walls are an infinite flat plane stretching up and/or down from a Rail. | Rails are invisible lines drawn between a set of point locations, which may be "closed", as in the last point connects back to the first point. They seem to mostly be used as a path for an object/etc to move along, but are also used for other kinds of things that are based on a "2D" line in space - like some wind walls are an infinite flat plane stretching up and/or down from a Rail. | ||