Tutorial; MappingPebbles - HWRM/KarosGraveyard GitHub Wiki

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9. Adding Pebbles & Clouds

While it is true that the following objects may also be placed within the DetermChunk portion of a level file, they were not intended for this purpose. If they are not created in the NonDetermChunk portion of the level file, then they will be igored when saving the game (between missions, for instance).

Pebbles:**__ the little brown specks which show up in sensors manager but do nothing

addPebble("PebbleType", {X, Z, Y,}, ?, ?, ?)

Default values: addPebble("Pebble_0", {0.0, 0.0, 0.0,}, 0, 0, 0)

PebbleType can be any of the following:

Pebble_0
Pebble_1
Pebble_2
Pebble_3

Note: using Pebble_3 crashes the game.

Clouds:**__ these do no type of damage whatsoever

addCloud("?", "CloudType", {X, Z, Y,}, {R, G, B, A,}, ?, Size)

Default values: addCloud("polySurface1", "Cloud_NoRes", {0.0, 0.0, 0.0,}, {1, 1, 1, 1,}, 0.0, 0.0)

CloudType can be any of the following:

Cloud_0
Cloud_NoRes
Cloud_NoRes2
Cloud_NoRes3

R, G, B is the RGB code (0 to 255).
Note: "Colors are compounded when items overlap in the same locations. This intensifies the color effect. If you put two nebula's in the same location with different colors, the resulting color is a combination of the two with double the strength." -iron_man123
Note: "Clouds, dust clouds, and nebulae are only colored on the side that is lit by the local lighsources. Seen from the other side, they will appear to be black." -bobthedog

A is the alpha transparency (0 to 1).

Size is the dust cloud's diameter.

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