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This shows how to make:
[u]Shallow Water
Unit following a Waypoint
Setting How much money
Properties[/u]
Shallow Waters
To make Shallow waters, you need to create a new notepad in your map folder. Name it map, now in it, Copy and paste this bellow:
WaterTransparency
TransparentWaterMinOpacity = 0.5 ;opacity of water at maximum depth - 1.0 is opaque, 0 transparent.
TransparentWaterDepth = 3.0 ;depth below water surface at which it becomes opaque (unless clipped by TransparentWaterMinOpacity)
StandingWaterColor = R:255 G:255 B:255 ;material color used to tint the water surface.
StandingWaterTexture = TWWater01.tga ; main texture used for water (usually something blue that looks like water).
AdditiveBlending = YES; use additive blending instead of alpha blending?
RadarWaterColor = R:207 G:240 B:243 ; color of water on radar display.
End
Done, now you have shallow water. Tip: Try making the seabed or riverbed look interesting.
Making a specific unit follow a waypoint
First, you need to make a set of waypoints, create a loop if you want that unit to continuously follow the waypoint. Now name the waypoint path something like Tank1Path1.
After that select a unit from the object tree, name it something like Tank1Path1 as well so you know which unit it is and which path it has to follow. Now open the script folder. Create a new script like the following:
***IF***
True (Or if you want a condition)
***THEN***
Unit "Tank1Path1" EXACTLY follows waypoints, beginning at Waypoint Path "Tank1Path"
Then that's it, your have an object following a specific waypoint (I recommend for boats, Infantry, Jets and Tanks only, You don't want to see a moving building).
Setting how much money each player has
To set how much a player each player has make a script, do the following:
***IF***
True (Or if you want a condition)
***THEN***
Player "PlayerO" gets $NNNNNN.... N is your desired cash amount
Some basic properties
First, pick a unit. In the property bar, there you can change the initial health, Max HP,
Aggressiveness, Veterency, Enabled, Unsellable Targetable, Indestructible, Al Recruitable, Powered, Selectable, Z: How high it is (Useful for placing an object on other objects) and attached sound.
This section covers up very simple scripting for Beginners to WorldBuilder
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