WorldBuilding/MissionEditor/Markers
From TDN
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[edit] IntroductionYou can replace and create new markers for all the nodes in the WorldEditor. This is done by using a billboard, which will then display a alpha-based image of your node. You could place lights, which then will display a light image, or similarly a Ai function with an AI image.
[edit] Replacing MarkersFirst you will need the billboard for this. Here is a billboard Marker example, featuring a simple billboard facing the camera - Billboard Marker. This is man, thus used for the spawn function. You then need to edit the markers.cs script found in the server/scripts/ folder:
// Normal Waypoints
datablock MissionMarkerData(WayPointMarker)
{
category = "Misc";
shapeFile = "~/data/shapes/markers/octahedron.dts";
};
// Player Spawn
datablock MissionMarkerData(SpawnSphereMarker)
{
category = "Misc";
shapeFile = "~/data/shapes/markers/marker_spawn.dts";
};
//------------------------------------------------------------------------------
// - serveral marker types may share MissionMarker datablock type
function MissionMarkerData::create(%block)
{
switch$(%block)
{
case "WayPointMarker":
%obj = new WayPoint() {
dataBlock = %block;
};
return(%obj);
case "SpawnSphereMarker":
%obj = new SpawnSphere() {
datablock = %block;
};
return(%obj);
}
return(-1);
As you can see, we changed the current marker to use ours, replacing the octahedron.dts with the marker_spawn.dts.
// Player Spawn
datablock MissionMarkerData(SpawnSphereMarker)
{
category = "Misc";
shapeFile = "~/data/shapes/markers/marker_spawn.dts";
};
We then add a new case like so...
case "SpawnSphereMarker":
%obj = new SpawnSphere() {
datablock = %block;
};
return(%obj);
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