Open GoogleCodeExporter opened 8 years ago
Volume data structure
Data will be separated into various arrays that refer to each other.
Volume:
InUse - If the current index is in use or not
Enabled - If the volume is active or not
LocationType - Specifies what type of volume it is
LocationIndex - Index in remote array of the specified type
Effect - What effect to use
EffectColor - Color of the effect
TeamFilter - Which team(s) the volume applies on
TriggerDelay - Delay for PlayerEnter event on the volume
ConflictAction - What to do if two features of the same type overlap
Priority - Volume priorty
CuboidLocations:
InUse
xMin
yMin
zMin
xMax
yMax
zMax
SphereLocations:
InUse
x
y
z
Fade - Enable fading
FadeType
MinDistance - Minimum fade distance
MaxDistance - Maximum fade distance
FadeTypes:
Linear - Distance from the center point
LinearDistance - Distance between min and max
(maybe also exponential and inversely proportional amounts)
Each volumetric feature will refer to a volume index.
Original comment by richard.helgeby@gmail.com
on 18 May 2010 at 4:38
Original comment by richard.helgeby@gmail.com
on 18 May 2010 at 5:38
These arrays can be dumped to files:
addons/sourcemod/data/<mapname>_<array alias>.dat
Make a binary format for fast parsing and writing, so volumes can be created
and
modified in-game. It will need wireframe effects for visualizing volumes.
Original comment by richard.helgeby@gmail.com
on 19 May 2010 at 12:18
Original issue reported on code.google.com by
richard.helgeby@gmail.com
on 4 Jan 2010 at 8:22