follows here the script ok help me please in maps crossroad
/*
.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*::*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:.
. * .
. /.\ Christmas Tree mod; by Sor .
. /..'\ -------------------------- . . .
. /'.'\ Based on Elgan's Christmas Tree mod and with the _\/ \/_ .
. /.''.'\ help of jv_map! Follow the instructions below _\/\/_ .
. /.'.'.\ along the beautiful ASCII scenary! _\_\_\/\/_/_/_ .
. /'.''.'.\ / /_/\/\_\ \ .
. ^^^[_]^^^ _/\/\_ .
. Date: 7 / 12 / 2008 (DD/MM/YY) /\ /\ .
. Version: BETA 1 ' ' .
. .
. ----------------------------------------------------- .
. .
. BEFORE YOU START: .
. ***************** .
. .
. level.AIR_Xmas["Str1"]["Setting"] = Your Value .
. .
. - Str1: .
. ------- .
. This is the word of your settings file, if you only use 1 settings file for spawning 1 .
. or more trees, then leave this string. HOWEVER if you wish to spawn more trees .
. with different settings then you must do the following: .
. .
. - COPY this file, and rename it. .
. - Rename every setting's first box (= str1) .
. - When executing this script; pass on the new filepath and .
. the new name you have given to the settings! .
. .
. - Setting: Do not change the "Setting" string! .
. ---------- .
. .
. - Value: Insert your own value! .
. -------- .
. .
. NOTE: that some settings are arrays! You notice this when a level.AIR_Xmas equals = .
. "makeArray"; In this case the values are on the line(s) below "makeArray" and above .
. "endArray". Str1 is still the same: level.AIR_Xmas["Str1"]["Setting"] = makeArray .
. .
. .
. USE: .
. ***** .
. Fill in settings here first, when you're done go to your mapscript after level waittill .
. spawn and use this command: .
. .
. thread global/xmas.scr::xmas_tree <origin> <angles> <settings_path> <settings_name> .
. .
. - <origin & angles>: ( X Y Z ) .
. - <settings_path>: This is the path of your settings file (NO "" JUST WORDS!). .
. Example: global/xmas_options.txt .
. .
. - <settings_name>: ( String ) Put the name of your settings here (= str1) .
. .
.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*::*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:.
*/
/*
.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.
: +---------------------+ :
: |Tree Settings | :
: |------------- | :
: |Define your own tree!| :
: +---------------------+ :
: :
: TREE: :
: ----- :
: "tree_name": Give your tree a name! :
: "tree_model": ( String ) Set the model of the tree :
: "tree_scale": ( Float ) Set the scale of the tree. Dimensions will be :
: adjusted to the scale. NO need to set the dimensions according :
: to the scale of the tree! :
: :
: "tree_angel": ( Integer ) Do you want an angel on the top of your tree? :
: "tree_angelmodel": ( String ) Set the model of your angel :
: "tree_angeldistance": ( Float) Distance of the angel from the top of the tree :
: "tree_light": ( Integer ) Do you want a light on the top of your tree? :
: "tree_lightdistance": ( Float ) Distance of the light from the top of the tree:
: :
: :
: DIMENSIONS: :
: ----------- :
: When setting another treemodel, its dimensions will differ from the :
: dimensions of the default tree. Use the following 4 settings to set the :
: correct dimension for your tree. :
: :
: NOTE: No need to adjust these according to the SCALE of your tree, the script :
: will take care of these calculations; set these according to SCALE 1!! :
: :
: "tree_height": ( Float ) Height of the tree :
: "tree_baseheight": ( Float ) Distance from the ground to baseheight :
: "tree_topwidth": ( Float ) Width at the top of the tree :
: "tree_basewidth": ( Float ) Width at the base of the tree at baseheight :
: :
: :
.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.
*/
tree_settings:
level.AIR_Xmas["default"]["tree_name"] = "mytree"
level.AIR_Xmas["default"]["tree_model"] = "static/tree_winter_midpine.tik"
level.AIR_Xmas["default"]["tree_scale"] = 1.0
level.AIR_Xmas["default"]["tree_angel"] = 1
level.AIR_Xmas["default"]["tree_angelmodel"] = "player/allied_manon.tik"
level.AIR_Xmas["default"]["tree_angeldistance"] = 20.00
level.AIR_Xmas["default"]["tree_light"] = 1
level.AIR_Xmas["default"]["tree_lightdistance"] = 50.00
level.AIR_Xmas["default"]["tree_height"] = 440.00
level.AIR_Xmas["default"]["tree_baseheight"] = 120.00
level.AIR_Xmas["default"]["tree_topwidth"] = 20.00
level.AIR_Xmas["default"]["tree_basewidth"] = 140.00
end
/*
.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.
: +---------------------+ :
: |TreeLights Settings | :
: |------------- | :
: |Define your own tree!| :
: +---------------------+ :
: :
: "winds": ( integer ) The number of times, the lights wind around the tree :
: "degrees_apart": ( integer ) Degrees between each light :
: :
: "clockwise": ( Integer 1/0 ) Should the lights be spawned clockwise (1) or :
: counter-clockwise (0)? :
: :
.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.
*/
lights_settings:
level.AIR_Xmas["default"]["winds"] = 6
level.AIR_Xmas["default"]["degrees_apart"] = 25
level.AIR_Xmas["default"]["clockwise"] = 1
end
/*
.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.
: +---------------------+ :
: |Colour Settings | :
: |------------- | :
: |Define your own tree!| :
: +---------------------+ :
: :
: AVAILABLE COLOURS/OPTIONS: :
: __________________________ :
: :
: Colour Preference Brightness Description :
: ----------------------------------------------------------------------------- :
: "red_corona" Red Coronas (spawns 2 per light) :
: "white_corona" White Coronas :
: "orange_corona" Orange Coronas :
: :
: "red_light" "1" Red lights with viewlensflare :
: "yellow_light" "1" Yellow lights with viewlensflare :
: "green_light" "1" Green lights with viewlensflare :
: "blue_light" "1" Blue lights with viewlensflare :
: "white_light" "1" White lights with viewlensflare :
: "orange_light" "1" Orange lights with viewlensflare :
: "purple_light" "1" Purple lights with viewlensflare :
: :
: "random" "1" - This options picks 1 Random colour :
: "all_random" "1" - This picks random colours :
: "pattern" - Create your own colour pattern! Set :
: it in the colour_pattern thread below! :
: "different" "1" - This picks random colours but the :
: first won't equal the last colour! :
: "ribbon" "1" - In case you only want a ribbon! :
: Note that the LINK settings must be :
: filled in!!! :
: :
: RIBBON COLOUR: :
: ______________ :
: :
: ( R G B ) R = Red; G = Green and B = Blue values! :
: :
: :
: SETTINGS: :
: _________ :
: :
: "link": ( integer 1/0 ) Spawn a ribbon (= funcbeam) or not? :
: "link_colour": ( R G B ) What colour does this ribbon have? :
: "link_segments": ( integer ) Number for segments the ribbon (=funcbeam) :
: :
: "colour_scale": ( float ) Scale of the lights/coronas :
: "colour": ( string ) Use one of the available COLOUR OPTIONS stated above :
: :
: :
.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.
*/
colour_settings:
level.AIR_Xmas["default"]["link"] = 1
level.AIR_Xmas["default"]["link_colour"] = ( 1 0 0 )
level.AIR_Xmas["default"]["link_segments"] = 10
level.AIR_Xmas["default"]["colour_scale"] = 1
level.AIR_Xmas["default"]["colour"] = makeArray
//--------------------------------------------------------
// COLOR/COLOR OPTION | BRIGHTNESS (only lights)
// --------------------------------------
// Set for patterns here too | Set also for patterns
//--------------------------------------------------------
"random" "1"
endArray
end
/*
.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.
: +---------------------+ :
: |Animation Sequence | :
: |------------------ | :
: |Define your own tree!| :
: +---------------------+ :
: :
: AVAILABLE ANIMATIONS: :
: _____________________ :
: :
: Colour: ( String ) Which colour/corona this anim has effect on, set nothing :
: or "all" for it to have effect on all colours :
: :
: ----------------------------------------------------------------------------- :
: Animation Time between anims Time blinked Colour :
: ----------------------------------------------------------------------------- :
: "blink" ( Float ) ( Float ) ( String ) :
: --> Makes the tree lights blink :
: :
: "random_blink" ( Float ) ( Float ) ( String ) :
: --> Makes lights blink randomly :
: :
: "bright" ( Float ) ( Float ) ( String ) :
: --> Makes the tree lights brighten up :
: :
: "random_bright" ( Float ) ( Float ) ( String ) :
: --> Makes lights brighten up randomly :
: :
: "spiral_blink_up" ( Float ) ( Float ) ( String ) :
: --> Lights blink in order upward the spiral :
: :
: "spiral_blink_down" ( Float ) ( Float ) ( String ) :
: --> Lights blink in order downward the spiral :
: :
: "spiral_bright_updown" ( Float ) ( Float ) ( String ) :
: --> Lights blink in order first upward the spiral and then down again :
: :
: "spiral_bright_up" ( Float ) ( Float ) ( String ) :
: --> Lights brighten up in order upward the spiral :
: :
: "spiral_bright_down" ( Float ) ( Float ) ( String ) :
: --> Lights brighten up in order downward the spiral :
: :
: "spiral_bright_updown" ( Float ) ( Float ) ( String ) :
: --> Lights brighten up in order first upward the spiral and then down again :
: :
: :
: The animations you pick will remain looped until the level ends so choose :
: the wait values wisely. These animations will probably cause some lag so :
: don't use many lights and many trees. :
: :
: :
: NO ANIMATIONS: :
: ______________ :
: :
: If you wish not to have any animations simple clear the all inserted values :
: and insert "idle" or insert nothing!! :
: :
: :
.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.
*/
animation_sequences:
level.AIR_Xmas["default"]["anim_sequence"] = makeArray
//animation //time between anims //time blinked //colour light
"blink" 6 1.5 "red_light"
"random"_blink" 6 1.5
"bright" 5 1.5
"random_bright" 5 1.5
"spiral_blink_up" 6 0.5
"spiral_blink_down" 5 0.5 "white_corona"
"spiral_blink_updown" 5 0.5
"spiral_bright_up" 6 0.5
"spiral_bright_down" 5 0.5
"spiral_bright_updown" 5 0.5
endArray
end
/*
.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.
: +---------------------+ :
: |Pattern Settings | :
: |------------- | :
: |Define your own tree!| :
: +---------------------+ :
: :
: AVAILABLE COLOURS/OPTIONS: :
: __________________________ :
: :
: Colour Preference Brightness Description :
: ----------------------------------------------------------------------------- :
: "red_corona" Red Coronas (spawns 2 per light) :
: "white_corona" White Coronas :
: "orange_corona" Orange Coronas :
: :
: "red_light" "1" Red lights with viewlensflare :
: "yellow_light" "1" Yellow lights with viewlensflare :
: "green_light" "1" Green lights with viewlensflare :
: "blue_light" "1" Blue lights with viewlensflare :
: "white_light" "1" White lights with viewlensflare :
: "orange_light" "1" Orange lights with viewlensflare :
: "purple_light" "1" Purple lights with viewlensflare :
: :
: :
: Use these available colours to make your own colour pattern
: :
.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.:^?^:._.
*/
colour_pattern:
level.AIR_Xmas["default"]["colour_pattern"] = makeArray
//--------------------------------------------------------
// COLOURS //BRIGHTNESS (only lights)
//--------------------------------------------------------
//corona's
"red_corona"
"white_corona"
"orange_corona"
//lights with lensflare
"red_light" "1"
"yellow_light" "1"
"green_light" "1"
"blue_light" "1"
"white_light" "1"
"orange_light" "1"
"purple_light" "1"
endArray
end
/**********************************************
||::|:|| .--------,
|:||:|:| |_______ / .-.
||::|:|| ."` ___ `". {\('v')/}
\\\/\///: .'` `'. ;____`( )'____
\====/ './ o o \|~ ^" "^ //
\\// | ())) . |Season \
|| \ `.__.' /|Greetings //
|| _{``-.___.-'\|From Sor! \
|| _." `-.____.-'`| ___ //
||` __ \ |___/ \_______\
."|| (__) \ \| /
/ `\/ __ vvvvv'\___/
| | (__) |
\___/\ /
|| | .___. |
|| | | |
||.-' | '-.
jgs || | )
||----------'---------'
***********************************************/
///////////////////////////////////////////////////////////
// Tells main script this is the correct settings file! //
// //
// DON'T CHANGE! //
///////////////////////////////////////////////////////////
imAlive:
local.message_in_a_bottle = "alive"
end local.message_in_a_bottle