| 1 |
It
would
in
a
less
developed
game.
Here
you
will
need
to
expose
a
table
to
GG
that
is
used
by
ZK
as
follows.
|
1 |
It
would
in
a
less
developed
game.
Here
you
will
need
to
also
expose
a
table
to
GG
that
is
used
by
ZK
as
follows.
|
| 2 |
{{{
|
2 |
{{{
|
| 3 |
local function GetGroundOrigHeightOverride(x, z, xOff, zOff)
|
3 |
local function GetGroundOrigHeightOverride(x, z, xOff, zOff)
|
| 4 |
if GG.mapgen_origHeight and GG.mapgen_origHeight[x] and GG.mapgen_origHeight[x][z] then
|
4 |
if GG.mapgen_origHeight and GG.mapgen_origHeight[x] and GG.mapgen_origHeight[x][z] then
|
| 5 |
return GG.mapgen_origHeight[x][z] - (Spring.GetGameRulesParam("waterlevel") or 0)
|
5 |
return GG.mapgen_origHeight[x][z] - (Spring.GetGameRulesParam("waterlevel") or 0)
|
| 6 |
end
|
6 |
end
|
| 7 |
return spGetGroundOrigHeight(x + (xOff or 0), z + (zOff or 0))
|
7 |
return spGetGroundOrigHeight(x + (xOff or 0), z + (zOff or 0))
|
| 8 |
end
|
8 |
end
|
| 9 |
}}}
|
9 |
}}}
|
| 10 |
\n
|
10 |
\n
|
| 11 |
I would also recommend that you find the average height of the map, and flip heights around it, rather than around zero.
|
11 |
I would also recommend that you find the average height of the map, and flip heights around it, rather than around zero.
|