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Re: High grass script?
[Re: sivan]
#414105
12/23/12 08:07
12/23/12 08:07
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Joined: Nov 2012
Posts: 32
thorus
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Joined: Nov 2012
Posts: 32
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thanks for your time, but there spawn no gras no error but no gras here here the code: #define NUM_GRASS 4000 ENTITY* level_terrain; // the current terrain
action blabla() <------- this action i have on my terrain in the level!
{
level_terrain = me;
fx_modelTex3Nm();
}
action place_grass()
{
vec_scale(my.scale_x,0.1+random(0.1));
ent_terrain_place(my,level_terrain,0,55);
my.alpha = 70;
my.flags |= PASSABLE | TRANSLUCENT;
my.eflags |= CLIP1; // clip away at 50% LOD range
my.emask &= ~DYNAMIC;
}
function_main()
{
level_load("lost_lands.wmb");
int i;
for (i=0; i < NUM_GRASS; i++)
ent_create("grass_x3.dds",NULL,place_grass);
wait(1);
}
please help
Last edited by thorus; 12/23/12 08:31.
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Re: High grass script?
[Re: thorus]
#414182
12/25/12 09:41
12/25/12 09:41
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Joined: Nov 2012
Posts: 32
thorus
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Posts: 32
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