CP - Alien Breed Remake - 9

Miscellaneous Forums/Blitz Showcase/CP - Alien Breed Remake - 9

When fixing x,y to x#,y# make sure you get DamageTile in players.bb. This was causing some objects to not (or incorrectly) destruct on destruction.

New scripting commands for today:
+message(message) - shows message using robs messenger
+setobject(id) - sets the current tile's object to id
+setobject(x,y,id) - sets the tile object at x,y to id
+givefullmap() - 'vis-es' the entire map. Handy for a pick up to show the whole level!

I haven't uploaded a new test.map with these examples yet, I'm sure you can add them in though Rob (if you understood my explanation of objects!). For example a switch with an onaction trigger of setobject(44,44,1) creates ammo at tile 44,44. Handy!

All you need is...this in the RunScript select statement.
			Case "message"
				messenger(si\param,3000)
				
			Case "setobject"
				pos=Instr(si\param,",")
				If pos=0 Then
					id=si\param
					xx#=x#:yy#=y#
				Else
					xx#=Int(Left(si\param,pos-1))*32
					pos2=Instr(si\param,",",pos+1)
					yy#=Int(Mid(si\param,pos+1,pos2-pos))*32
					id=Mid(si\param,pos2+1)
				End If
				DebugLog xx#+","+yy#+","+id
				puttile(xx#,yy#,LayerObject,id)
				
			Case "givefullmap"
				ClearVis(1)
and in map.bb update ClearVis
Function ClearVis(value=0)
	;set initial visibility for all tiles to none at all
	;we'll set initial player vis when we create the player
	For x=0 To 255
		For y=0 To 255
			map(x,y,LAYER_VISIBLE)=value
		Next
	Next
End Function