Christmas Tree

Add Another Mod

 

Mod File number (downloads) -

MD5

Type -

Map

Server / Client -

Server Side

Mod Sub Cat -

N/A

Mod Version -

Total Views -

Mod screen shot -

Christmas Tree

Mod PK3

PK3 MD5

Mod External Info -

Game Type -

MOHAA

 

 

Mod Creator -

Elgan

 

 

 

 

Mod Status -

Fully working no errors

 

Team -

 

Theme -

Christmas

Rating

Extra Credits -

 

Iinstall / info

// This file contains the instructions for the tree. To tell it how to display and what to to do.
// This file is part of the christmas mod. It is executed by christmas.scr.

/*.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:.

Christmas Mod Pattern file

_...Q._
.' '.
/ \
;.-""""--.._ |
/'-._____..-'\|
.' ; o o |`;
/ /| () ; \
_.-, '-' ; '.__.-' \ \
.-"`, | \_ / `'`
'._`.; ._ / `'--.,_=-;_
\ \| `\ .\_ /` \ `._
\ \ `/ ``---| \ (~ _______________________
\ \. | o , \ (~ (~ |.---------------------.|
\ \`_\ _..-' \ (\(~ || Released 23/12/2005 ||
\/ `` / \(~/ || Updated: 05/12/2006 ||
\__ __..-' - '. || By Elgan Sayer ||
\ \``` \ || www.mods-r-us.net ||
;\ \o ; || Merry Christmas ||
| \ \ | ||_____________________||
; \ \ ; '-----------..----------'
\ \ \ _.-'\ / ||
'. \-' \ .' ||
_.-" ' \-' .-||-.
\ ' ' ' \ '..---.- '
\ ' ' _.'
\' ' _.-'
\ _.-'
`

By editing this file, you can create different looks for your christmas tree.
You can also setup from this file how you want it to flash, blink, animate itself.

.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:.*/

//========================================================
// Added 05 December 2006
//
// * Spiral Now works with "pattern" colour type also.
// * Tree is not scaleable with default base scale
// settings. level.work_out_dimensions must be set 1
// for the tree to work out its dimensions. This is
// so u can edit the look of the tree further. wha
// * For fun and guessing demand. Added lights like
// from swedish god Ric-Hard's mod. With the lense-
// flare and all. Tho these are not reacomended for
// tree use. They are in by default anyway.
// * Added some more options as settings to the "scale"
// part of the tree pattern file.
//
//
//========================================================

//========================================================
// Contact Information
//
// E-mail:

// Website: http://www.mods-r-us.net
//
// Feel free to ask any questions in the forums or by
// email.
//
//========================================================

//========================================================
// scale: This sets up the scale of the tree
//========================================================
scale:
//Set the dimensions of the tree. THe lights will spawn using these dimensions.
// eg, top most lioghts till be at 440 above tree origin.

local.tree[height] = 440.00 // Height of the tree
local.tree[base_width] = 120 // Width of the base at base height
local.tree[top_width] = 20 // Width of the top of the tree
local.tree[baseheight] = 140 // Height at which we start drawing lights
local.tree[fairy_distance] = 20.0 // Distance fairy is from height of tree
local.tree[fairy_light_distance] = 50.0 // Distance fairy light is from height of tree

level.work_out_dimensions = 1 //If this is set 1, ALl the above dimensions
// are ignored and worked out by the tree scale.
// If set to 0, the above dimensions are used.
local.tree[scale] = 2 // scale of the tree.
local.tree[light] = ( 0 0 0 ) // Light/ snow effect colour at tree
local.tree[lightradius] = 000 // Light/ snow effect radius at tree
local.tree[model] = "static/tree_winter_midpine.tik" //tree model

end local.tree

//========================================================
// decorate_pattern: This sets up how the tree looks
// when it spawns. What the colour's
// are and in what way they spawn.
//========================================================
decorate_pattern:

/*
//
The following are a list of threads that exist inside
the Christmas script.

//Threads
'spawn_lights_spiral'
//========================================================//========================================================
// spawn_lights_spiral: Spawn a loop of lights that spirals down
//
// spawn_lights_spiral local.clockwise local.rings local.degrees_apart local.colour local.link local.linkcolour local.numsegments local.scale:
//
// local.rings ( integer ) - How many ring's of light to spawn?
// local.degrees_apart ( int ) - The integer in degrees to form the distance between lights
// local.clockwise ( integer ) - Spawn them clockwise
// local.colour ( String ) - The colour/thread to use to spawn the lights
// local.link ( integer ) - If 1 the coronas will link using a func beam
// local.linkcolour ( vector ) - Colour to use for the func beam should it be used.
// local.numsegments ( integer ) - Number of sections to use for the tree func beams
// local.scale ( float ) - Scale for each corona, if NIL, default scale will be used.
//
// Returns - Array of the coronas spawned
//========================================================//========================================================
'spawn_lights_loop'
//========================================================//========================================================
// spawn_lights_loop: Spawn a loop of coronas around
// the base of the tree.
//
// spawn_lights_loop local.rings local.degrees_apart local.colour local.link local.linkcolour local.numsegments local.scale:
//
// local.rings ( integer ) - How many ring's of light to spawn?
// local.degrees_apart ( int ) - The integer in degrees to form the distance between lights
// local.colour ( String ) - The colour/thread to use to spawn the lights
// local.link ( integer ) - If 1 the coronas will link using a func beam
// local.linkcolour ( vector ) - Colour to use for the func beam should it be used.
// local.numsegments ( integer ) - Number of sections to use for the tree func beams
// local.scale ( float ) - Scale for each corona, if NIL, default scale will be used.
//
// Returns - Array of the coronas spawned
//========================================================//========================================================
//
*/

// Available Colour Threads //
/*
'redcorona' - Red
'orangecorona' - Orange
'regcorona' - White

"redlight" - Red light with lensflare
"bluelight" - Blue light with lensflare
"yellowlight" - Yellow light with lensflare
//"whitelight" - White light with lensflare
//'utilcorona' - White // Not used

'random' - All the same random colour
'different' - Each colour is different the last
'all_random' - All colours are randomly picked
'pattern' - Use the loop_colour_pattern thread in this file to determine the colour of each ring
*/

// Edit how you want the tree to look here:

//Setup a table to hold the information on the tree lights pattern
local.spawn_pattern = makearray

//spawn a set of loops //rings? //distance between coronas //what colour to use? //Link with a func beam //Colour of funcBeam //number of segments for fun beam if used //Scale of the coronas
"spawn_lights_loop" "6" "15" "pattern" "1" ( 0.0 0.0 1.0 ) "1" "1"

//spawn a spiral //clockwise //rings //distance between coronas //what colour to use? //Link with a func beam //Colour of funcBeam //number of segments for fun beam if used //Scale of the coronas
"spawn_lights_spiral" "0" "6" "10" "pattern" "1" ( 1.0 1.0 1.0 ) "1" "2"

//spawn a spiral //clockwise //rings //distance between coronas //what colour to use? //Link with a func beam //Colour of funcBeam //number of segments for fun beam if used //Scale of the coronas
//"spawn_lights_spiral" "1" "6" "10" "pattern" "1" ( 1.0 1.0 1.0 ) "1" "1"

endarray
end local.spawn_pattern

//========================================================
// loop_colour_pattern: When spawn_lights_loop is used
// with colour 'pattern', the colour
// for each ring of lights is pulled
// from here
//
// For each ring the colour at the position in the list
// below, that equals the number of the current ring will
// be used when choosing a colour for the coronas.
// If the amount of rings is greater or less then the
// number of colours in the list below. The list will
// start again from the beginning.
//========================================================
loop_colour_pattern:

local.loop_colour_pattern = makearray
"redcorona" //- Red
"yellowlight" //- Yellow light with lensflare
"orangecorona" //- Orange
"bluelight" //- Blue light with lensflare
"redcorona" //- Red
"all_random" //- White
"redcorona" //- Red
"redlight" //- Red light with lensflare
endarray

end local.loop_colour_pattern

//========================================================
// blink_pattern: Set here ho the tree should blink.
//
// There are various threads/methods available to blink
// the lights and the specific layer of lights in
// different ways, at variable settings.
//
// The list starts from the top and works it's way down to
// the bottom. Once it reaches the bottom, it starts again
// from the top. This goes on until the level ends.
// If a thread is sugested that is in-correct , it will be
// skipped. For example if you have no loops and you want
// a loop to blink, it cant.
//
// The following is a list of the threads/meathods you can
// use.
//
// Each thread will have the parameter 'wait', This means
// 'wait till done' or wait until this has finished. If set
// then the thread will wait until it has finished before
// moving onto the next thread.
//
//
// 'wait_for_time' - This tells the loop to wait a
// ============== specified amount of time. THis is
// the only thread/method that does
// not have a wait setting.
//
// NOTE: There must always be at least one of these
// in the blink loop pattern or it will cause
// the server to crash. If you have any trouble
// of have any questions, feel free to contact
// me, ask in the forums. Details on contacting
// me can be found at the top of this file.
//
// time ( integer ) - Time to wait for.
// ==================================================
// 'loop_all_blink' - This blinks all the lights
// on the rings / loops
// Parameters:
// time ( integer ) - Time to blink for, in seconds.
// loop ( integer ) - Which loop to blink.
// ==================================================
// 'sprial_all_blink' - This blinks all the lights
// on the spirals
// Parameters:
// time ( integer ) - Time to blink for, in seconds.
// sprial ( integer ) - Which sprial to blink.
// ==================================================
// 'random_blink' - This blinks a random light
// from all of the lights on the
// tree.
// Parameters:
// time ( integer ) - Time to blink for, in seconds.
// ==================================================
// 'ring_blink' - This blinks all the lights on a
// ring of a given loop.
//
// Parameters:
// time ( integer ) - Time to blink for, in seconds.
// loop set number ( int ) - which loop of rings. set
// above, if u have spanwed
// 2 sets of light_loops.
// the total number will be
// 2, putting 1, will mean
// you want to blink some
// lights in the first loop
// you apawned.
// ring number ( integer ) - This is the ring number
// in the loop of rings you
// spawned. For example, if
// you spawned 1 loop of 3
// rings, the total ring
// number will be 3.
//
// ==================================================
// 'sequence_ring_blink' - This blinks all the lights
// on a given ring in order.
// Parameters:
// time ( integer ) - Time to blink for, in seconds.
// clockwise ( integer ) - Should we go clockwise or
// anti-clockwise?, right or
// left, arround the ring.
// loop set number ( int ) - which loop of rings. set
// above, if u have spanwed
// 2 sets of light_loops.
// the total number will be
// 2, putting 1, will mean
// you want to blink some
// lights in the first loop
// you apawned.
// ring number ( integer ) - This is the ring number
// in the loop of rings you
// spawned. For example, if
// you spawned 1 loop of 3
// rings, the total ring
// number will be 3.
// ==================================================
// 'sequence_spiral_blink' - This blinks all the
// lights on the spiral
// in order.
//
// Parameters:
// time ( integer ) - Time to blink for, in seconds.
// up ( integer ) - This sets should the lights start
// blinking from the top, or the
// bottom, making them travel up or
// down.
// sprial ( integer ) - Which sprial to blink.
// ==================================================
// 'sprial_all_hide' - This hides all the lights
// on the spiral.
// Parameters:
// sprial ( integer ) - Which sprial to hide.
// ==================================================
// 'sprial_all_show' - This unhides all the lights
// on the spiral.
// Parameters:
// sprial ( integer ) - Which sprial to hide.
// ==================================================
// 'loop_all_hide' - This hides all the lights
// on the loop.
// Parameters:
// sprial ( integer ) - Which sprial to hide.
// ==================================================
// 'loop_all_show' - This unhides all the lights
// on the loop.
// Parameters:
// sprial ( integer ) - Which sprial to hide.
// ==================================================
// 'ring_show' - This hides all the lights on the
// ring of the loop provided.
//
// loop set number ( int ) - which loop of rings. set
// above, if u have spanwed
// 2 sets of light_loops.
// the total number will be
// 2, putting 1, will mean
// you want to blink some
// lights in the first loop
// you apawned.
// ring number ( integer ) - This is the ring number
// in the loop of rings you
// spawned. For example, if
// you spawned 1 loop of 3
// rings, the total ring
// number will be 3.
// ==================================================
// 'ring_hide' - This unhides all the lights on the
// ring of the loop provided.
// Parameters:
// loop set number ( int ) - which loop of rings. set
// above, if u have spanwed
// 2 sets of light_loops.
// the total number will be
// 2, putting 1, will mean
// you want to blink some
// lights in the first loop
// you apawned.
// ring number ( integer ) - This is the ring number
// in the loop of rings you
// spawned. For example, if
// you spawned 1 loop of 3
// rings, the total ring
// number will be 3.
// ==================================================
// Tip: It is usualy a good idea to have the last
// section wait till finish.
//========================================================
blink_pattern:

// Edit how you want the tree to animate and blink here:

local.blink_pattern = makearray
//Thread to run // Wait

//blinka all lights in spiral //wait for me to finish //Time to stay blinked for //sprial set number
"spiral_all_blink" 1 1.15 1

//blinka lights in spiral //wait for me to finish //Time to stay blinked for //clockwise //loop set number //ring number
"sequence_ring_blink" 0 0.05 1 1 1

//blinka lights in spiral //wait for me to finish //Time to stay blinked for //clockwise //loop set number //ring number
"sequence_ring_blink" 0 0.05 1 1 2

//blinka lights in ring //wait for me to finish //Time to stay blinked for //clockwise //loop set number //ring number
"sequence_ring_blink" 0 0.05 1 1 3

//hide all sprial lights //wait for me to finish //sprial set number
"spiral_all_hide" 1 1

//blink a ring in loop //wait for me to finish //Time to stay blinked for //loop set number //ring number
"ring_blink" 1 0.10 1 4

//blink a ring in loop //wait for me to finish //Time to stay blinked for //loop set number //ring number
"ring_blink" 1 0.10 1 5

//blink a ring in loop //wait for me to finish //Time to stay blinked for //loop set number //ring number
"ring_blink" 1 0.10 1 6

//blink a ring in loop //wait for me to finish //sprial set number
"spiral_all_show" 1 1

//Special thread to cause a pause. NOTE: You can increase the time, you can decrease the time. You can add more wait_for_time threads.
// however, You MUST NOT remove this. There must always be at least one wait_for_time, or the server will crash.
"wait_for_time" 0.60
endarray

end local.blink_pattern

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