if debugScenarios == nil then debugScenarios = {} end debugScenarios.Trailer3Scenario_Building = { name = "LIFE 3 - FINAL HOUSE SURVIVE", -- forceLaunch = true, -- use this to force the launch of THIS scenario right after main menu was loaded, save more clicks! Don't do multiple scenarii with this options startLoc = {x=14322, y=4969, z=0 }, setSandbox = function() SandboxVars.Speed = 3; SandboxVars.Zombies = 6; SandboxVars.Distribution = 1; SandboxVars.Survivors = 1; SandboxVars.DayLength = 3; SandboxVars.StartYear = 1; SandboxVars.StartMonth = 7; SandboxVars.StartDay = 9; SandboxVars.StartTime = 3; SandboxVars.VehicleEasyUse = true; SandboxVars.WaterShutModifier = 30; SandboxVars.ElecShutModifier = 30; SandboxVars.WaterShut = 2; SandboxVars.ElecShut = 2; SandboxVars.FoodLoot = 2; SandboxVars.WeaponLoot = 2; SandboxVars.OtherLoot = 2; SandboxVars.Temperature = 3; SandboxVars.Rain = 3; SandboxVars.ErosionSpeed = 3; SandboxVars.XpMultiplier = 1.0; SandboxVars.StatsDecrease = 3; SandboxVars.NatureAbundance = 3; SandboxVars.Alarm = 1; SandboxVars.LockedHouses = 6; SandboxVars.FoodRotSpeed = 3; SandboxVars.FridgeFactor = 3; SandboxVars.Farming = 3; SandboxVars.LootRespawn = 1; SandboxVars.StarterKit = false; SandboxVars.Nutrition = true; SandboxVars.TimeSinceApo = 1; SandboxVars.PlantResilience = 3; SandboxVars.PlantAbundance = 3; SandboxVars.EndRegen = 3; SandboxVars.CarSpawnRate = 1; SandboxVars.LockedCar = 3; SandboxVars.CarAlarm = 2; SandboxVars.ChanceHasGas = 1; SandboxVars.InitialGas = 2; SandboxVars.CarGeneralCondition = 1; SandboxVars.RecentlySurvivorVehicles = 1; SandboxVars.SurvivorHouseChance = 1; SandboxVars.VehicleStoryChance = 1; SandboxVars.ZombieLore = { Speed = 2, Strength = 2, Toughness = 2, Transmission = 1, Mortality = 5, Reanimate = 3, Cognition = 3, Memory = 2, Decomp = 1, Sight = 3, Hearing = 3, ThumpNoChasing = 0, } end, onStart = function() local chr = getPlayer(); local inv = chr:getInventory(); local visual = chr:getHumanVisual(); chr:setFemale(false); chr:getDescriptor():setFemale(false); -- car local car = addVehicleDebug("Base.SUV", IsoDirections.S, nil, getCell():getGridSquare(14332, 4963, 0)); car:repair(); car:getPartById("EngineDoor"):setCondition(10); car:getPartById("DoorFrontLeft"):setCondition(10); car:getPartById("DoorRearRight"):setCondition(10); car:setColor(0.8, 0, 0.02); inv:AddItem(car:createVehicleKey()); -- reset chr:clearWornItems(); chr:getInventory():clear(); -- chr visual visual:setBeardModel("Long"); visual:setHairModel("Messy"); local immutableColor = ImmutableColor.new(0.105, 0.09, 0.086, 1) visual:setHairColor(immutableColor) visual:setBeardColor(immutableColor) visual:setSkinTextureIndex(2); chr:resetModel(); chr:setGhostMode(true); -- wpn wpn = inv:AddItem("Base.Axe"); chr:setPrimaryHandItem(wpn); chr:setSecondaryHandItem(wpn); holster = inv:AddItem("Base.HolsterDouble"); chr:setWornItem(holster:getBodyLocation(), holster); wpn = inv:AddItem("Base.Revolver_Long"); chr:setAttachedItem("Holster Left", wpn); wpn:setAttachedSlot(2); wpn:setAttachedSlotType("HolsterLeft"); wpn:setAttachedToModel("Holster Left"); -- construction materials chr:getInventory():AddItem("Base.Generator"); chr:getInventory():AddItem("Base.Hammer"); chr:getInventory():AddItem("Base.Nails");chr:getInventory():AddItem("Base.Nails"); chr:getInventory():AddItem("farming.HandShovel"); chr:getInventory():AddItem("farming.WateredCanFull"); chr:getInventory():AddItem("farming.CarrotBagSeed"); chr:getInventory():AddItem("Base.Saw"); -- chr:getInventory():AddItem("Base.EmptyPetrolCan");chr:getInventory():AddItem("Base.EmptyPetrolCan"); getPlayer():LevelPerk(Perks.Woodwork);getPlayer():LevelPerk(Perks.Woodwork);getPlayer():LevelPerk(Perks.Woodwork);getPlayer():LevelPerk(Perks.Woodwork);getPlayer():LevelPerk(Perks.Woodwork);getPlayer():LevelPerk(Perks.Woodwork); getPlayer():LevelPerk(Perks.Farming);getPlayer():LevelPerk(Perks.Farming);getPlayer():LevelPerk(Perks.Farming);getPlayer():LevelPerk(Perks.Farming);getPlayer():LevelPerk(Perks.Farming);getPlayer():LevelPerk(Perks.Farming); chr:getKnownRecipes():add("Generator"); -- wpn = inv:AddItem("Base.Sledgehammer"); -- chr:setPrimaryHandItem(wpn); -- chr:setSecondaryHandItem(wpn); -- clothing clothe = inv:AddItem("Base.Tshirt_DefaultTEXTURE_TINT"); local color = ImmutableColor.new(0.25, 0.36, 0.36, 1) clothe:getVisual():setTint(color); chr:setWornItem(clothe:getBodyLocation(), clothe); clothe = inv:AddItem("Base.Jacket_Black"); chr:setWornItem(clothe:getBodyLocation(), clothe); clothe = inv:AddItem("Base.Bag_ALICEpack_Army"); chr:setClothingItem_Back(clothe); clothe = inv:AddItem("Base.Trousers_CamoGreen"); chr:setWornItem(clothe:getBodyLocation(), clothe); clothe = inv:AddItem("Base.Socks_Ankle"); chr:setWornItem(clothe:getBodyLocation(), clothe); clothe = inv:AddItem("Base.Shoes_BlackBoots"); chr:setWornItem(clothe:getBodyLocation(), clothe); clothe = inv:AddItem("Base.Gloves_LeatherGlovesBlack"); chr:setWornItem(clothe:getBodyLocation(), clothe); -- use a static rng map for erosion so we always have same bushes/etc. useStaticErosionRand(true); -- climate local clim = getClimateManager(); local w = clim:getWeatherPeriod(); if w:isRunning() then clim:stopWeatherAndThunder(); end -- remove fog local var = clim:getClimateFloat(5); var:setEnableOverride(true); var:setOverride(0, 1); -- gonna remove items we don't need (fences/bushes..) debugScenarios.Trailer3Scenario_Building.removeItemsButFloor(14328,4967,0); debugScenarios.Trailer3Scenario_Building.removeItemsButFloor(14328,4966,0); debugScenarios.Trailer3Scenario_Building.removeItemsButFloor(14328,4965,0); debugScenarios.Trailer3Scenario_Building.removeItemsButFloor(14328,4964,0); debugScenarios.Trailer3Scenario_Building.removeItemsButFloor(14328,4963,0); debugScenarios.Trailer3Scenario_Building.removeItemsButFloor(14328,4962,0); debugScenarios.Trailer3Scenario_Building.removeItemsButFloor(14328,4961,0); debugScenarios.Trailer3Scenario_Building.removeItemsButFloor(14328,4960,0); debugScenarios.Trailer3Scenario_Building.removeItemsButFloor(14328,4959,0); debugScenarios.Trailer3Scenario_Building.removeItemsButFloor(14328,4958,0); debugScenarios.Trailer3Scenario_Building.removeItemsButFloor(14328,4957,0); debugScenarios.Trailer3Scenario_Building.removeItemsButFloor(14328,4956,0); debugScenarios.Trailer3Scenario_Building.removeItemsButFloor(14328,4955,0); debugScenarios.Trailer3Scenario_Building.removeItemsButFloor(14328,4954,0); debugScenarios.Trailer3Scenario_Building.removeItemsButFloor(14328,4953,0); debugScenarios.Trailer3Scenario_Building.removeItemsButFloor(14328,4952,0); debugScenarios.Trailer3Scenario_Building.removeItemsButFloor(14327,4967,0); debugScenarios.Trailer3Scenario_Building.removeItemsButFloor(14326,4967,0); debugScenarios.Trailer3Scenario_Building.removeItemsButFloor(14325,4967,0); debugScenarios.Trailer3Scenario_Building.removeItemsButFloor(14324,4967,0); debugScenarios.Trailer3Scenario_Building.removeItemsButFloor(14323,4967,0); debugScenarios.Trailer3Scenario_Building.removeItemsButFloor(14322,4967,0); debugScenarios.Trailer3Scenario_Building.removeItemsButFloor(14321,4967,0); debugScenarios.Trailer3Scenario_Building.removeItemsButFloor(14320,4967,0); debugScenarios.Trailer3Scenario_Building.removeItemsButFloor(14319,4967,0); debugScenarios.Trailer3Scenario_Building.removeItemsButFloor(14318,4967,0); -- add our south side walled part -- west wall debugScenarios.Trailer3Scenario_Building.addWall(14318,4962,0, "walls_exterior_wooden_01_40", false); debugScenarios.Trailer3Scenario_Building.addWall(14318,4963,0, "walls_exterior_wooden_01_40", false); debugScenarios.Trailer3Scenario_Building.addWall(14318,4964,0, "walls_exterior_wooden_01_40", false); debugScenarios.Trailer3Scenario_Building.addWall(14318,4965,0, "walls_exterior_wooden_01_40", false); debugScenarios.Trailer3Scenario_Building.addWall(14318,4966,0, "walls_exterior_wooden_01_40", false); -- north + door debugScenarios.Trailer3Scenario_Building.addWall(14318,4967,0, "walls_exterior_wooden_01_41", true); debugScenarios.Trailer3Scenario_Building.addWall(14319,4967,0, "walls_exterior_wooden_01_41", true); debugScenarios.Trailer3Scenario_Building.addItem(14320,4967,0, "walls_exterior_wooden_01_51"); debugScenarios.Trailer3Scenario_Building.addDoor(14320,4967,0, "carpentry_01_53", "carpentry_01_55", true); debugScenarios.Trailer3Scenario_Building.addWall(14321,4967,0, "walls_exterior_wooden_01_25", true); debugScenarios.Trailer3Scenario_Building.addWall(14322,4967,0, "walls_exterior_wooden_01_41", true); debugScenarios.Trailer3Scenario_Building.addWall(14323,4967,0, "walls_exterior_wooden_01_41", true); debugScenarios.Trailer3Scenario_Building.addWall(14324,4967,0, "walls_exterior_wooden_01_25", true); debugScenarios.Trailer3Scenario_Building.addWall(14325,4967,0, "walls_exterior_wooden_01_41", true); debugScenarios.Trailer3Scenario_Building.addWall(14326,4967,0, "walls_exterior_wooden_01_27", true); -- east wall debugScenarios.Trailer3Scenario_Building.addWall(14326,4966,0, "walls_exterior_wooden_01_40", false); debugScenarios.Trailer3Scenario_Building.addWall(14326,4965,0, "walls_exterior_wooden_01_40", false); debugScenarios.Trailer3Scenario_Building.addWallFrame(14326,4964,0, "carpentry_02_100", false); debugScenarios.Trailer3Scenario_Building.addWallFrame(14326,4960,0, "carpentry_02_100", false); -- fences on top debugScenarios.Trailer3Scenario_Building.addFence(14318,4962,1, "carpentry_02_48", false); debugScenarios.Trailer3Scenario_Building.addFence(14318,4963,1, "carpentry_02_48", false); debugScenarios.Trailer3Scenario_Building.addFence(14318,4964,1, "carpentry_02_48", false); debugScenarios.Trailer3Scenario_Building.addFence(14318,4965,1, "carpentry_02_48", false); debugScenarios.Trailer3Scenario_Building.addFence(14318,4966,1, "carpentry_02_48", false); debugScenarios.Trailer3Scenario_Building.addFence(14318,4967,1, "carpentry_02_49", true); debugScenarios.Trailer3Scenario_Building.addFence(14319,4967,1, "carpentry_02_49", true); debugScenarios.Trailer3Scenario_Building.addFence(14320,4967,1, "carpentry_02_49", true); debugScenarios.Trailer3Scenario_Building.addFence(14321,4967,1, "carpentry_02_49", true); debugScenarios.Trailer3Scenario_Building.addFence(14322,4967,1, "carpentry_02_49", true); debugScenarios.Trailer3Scenario_Building.addFence(14323,4967,1, "carpentry_02_49", true); debugScenarios.Trailer3Scenario_Building.addFence(14324,4967,1, "carpentry_02_49", true); debugScenarios.Trailer3Scenario_Building.addFence(14325,4967,1, "carpentry_02_49", true); debugScenarios.Trailer3Scenario_Building.addFence(14326,4966,1, "carpentry_02_48", false); debugScenarios.Trailer3Scenario_Building.addFence(14326,4965,1, "carpentry_02_48", false); debugScenarios.Trailer3Scenario_Building.addFence(14326,4964,1, "carpentry_02_48", false); debugScenarios.Trailer3Scenario_Building.addFence(14326,4963,1, "carpentry_02_48", false); debugScenarios.Trailer3Scenario_Building.addFence(14326,4962,1, "carpentry_02_48", false); debugScenarios.Trailer3Scenario_Building.addFence(14326,4961,1, "carpentry_02_48", false); debugScenarios.Trailer3Scenario_Building.addFence(14326,4960,1, "carpentry_02_48", false); -- stairs debugScenarios.Trailer3Scenario_Building.addStairs(14318,4965,0, true); -- sandbags debugScenarios.Trailer3Scenario_Building.addFence(14318,4967,0, "carpentry_02_12", false); debugScenarios.Trailer3Scenario_Building.addFence(14318,4968,0, "carpentry_02_12", false); debugScenarios.Trailer3Scenario_Building.addFence(14318,4969,0, "carpentry_02_12", false); debugScenarios.Trailer3Scenario_Building.addFence(14319,4970,0, "carpentry_02_13", true); debugScenarios.Trailer3Scenario_Building.addFence(14320,4970,0, "carpentry_02_13", true); debugScenarios.Trailer3Scenario_Building.addFence(14321,4970,0, "carpentry_02_13", true); debugScenarios.Trailer3Scenario_Building.addFence(14322,4970,0, "carpentry_02_13", true); debugScenarios.Trailer3Scenario_Building.addFence(14323,4967,0, "carpentry_02_12", false); debugScenarios.Trailer3Scenario_Building.addFence(14323,4968,0, "carpentry_02_12", false); debugScenarios.Trailer3Scenario_Building.addFence(14323,4969,0, "carpentry_02_12", false); -- top floor decoration debugScenarios.Trailer3Scenario_Building.addItem(14321,4962,1, "carpentry_01_19"); debugScenarios.Trailer3Scenario_Building.addItem(14320,4964,1, "furniture_seating_outdoor_01_17"); debugScenarios.Trailer3Scenario_Building.addItem(14321,4964,1, "carpentry_02_9"); debugScenarios.Trailer3Scenario_Building.addItem(14322,4964,1, "furniture_seating_outdoor_01_17"); debugScenarios.Trailer3Scenario_Building.addItem(14324,4967,1, "crafted_01_1"); debugScenarios.Trailer3Scenario_Building.addItem(14324,4967,0, "crafted_01_9"); -- metal walls debugScenarios.Trailer3Scenario_Building.addWall(14326,4954,0, "constructedobjects_01_49", true); debugScenarios.Trailer3Scenario_Building.addWall(14327,4954,0, "constructedobjects_01_65", true); debugScenarios.Trailer3Scenario_Building.addFence(14328,4953,0, "constructedobjects_01_72", false); debugScenarios.Trailer3Scenario_Building.addFence(14328,4952,0, "constructedobjects_01_56", false); debugScenarios.Trailer3Scenario_Building.addWall(14327,4952,0, "constructedobjects_01_65", true); debugScenarios.Trailer3Scenario_Building.addWall(14326,4952,0, "constructedobjects_01_65", true); debugScenarios.Trailer3Scenario_Building.addWall(14325,4952,0, "constructedobjects_01_65", true); debugScenarios.Trailer3Scenario_Building.addDoor(14324,4952,0, "fixtures_doors_fences_01_25", "fixtures_doors_fences_01_27", true); debugScenarios.Trailer3Scenario_Building.addWall(14323,4952,0, "constructedobjects_01_65", true); debugScenarios.Trailer3Scenario_Building.addWall(14323,4952,0, "constructedobjects_01_64", false); debugScenarios.Trailer3Scenario_Building.addWall(14323,4953,0, "constructedobjects_01_64", false); -- skull sign debugScenarios.Trailer3Scenario_Building.addItem(14316,4972,0, "constructedobjects_signs_01_11"); debugScenarios.Trailer3Scenario_Building.addItem(14316,4972,0, "constructedobjects_signs_01_36"); -- wood material near non finished hole local sq = debugScenarios.Trailer3Scenario_Building.getSQ(14326, 4960, 0); sq:AddWorldInventoryItem("Base.Plank", 0.5, 0.5, 0); sq:AddWorldInventoryItem("Base.Plank", 0.5, 0.5, 0.02);sq:AddWorldInventoryItem("Base.Plank", 0.5, 0.5, 0.04);sq:AddWorldInventoryItem("Base.Plank", 0.5, 0.5, 0.06); sq:AddWorldInventoryItem("Base.Nails", 0.2, 0.3, 0); sq:AddWorldInventoryItem("Base.Nails", 0.4, 0.1, 0);sq:AddWorldInventoryItem("Base.Nails", 0.2, 0.1, 0); -- logs to saw local sq = debugScenarios.Trailer3Scenario_Building.getSQ(14326, 4974, 0); sq:AddWorldInventoryItem("Base.Log", 0, 0, 0);sq:AddWorldInventoryItem("Base.Log", 0.3, 0.3, 0);sq:AddWorldInventoryItem("Base.Log", 0.8, 0.1, 0); sq = debugScenarios.Trailer3Scenario_Building.getSQ(14327, 4976, 0); sq:AddWorldInventoryItem("Base.Log", 0, 0, 0);sq:AddWorldInventoryItem("Base.Log", 0.3, 0.3, 0);sq:AddWorldInventoryItem("Base.Log", 0.8, 0.1, 0); -- farming -- tomatoes debugScenarios.Trailer3Scenario_Building.addItem(14308,4956,0, "vegetation_farming_01_67"); debugScenarios.Trailer3Scenario_Building.addItem(14309,4956,0, "vegetation_farming_01_68");debugScenarios.Trailer3Scenario_Building.addItem(14310,4956,0, "vegetation_farming_01_67"); debugScenarios.Trailer3Scenario_Building.addItem(14308,4957,0, "vegetation_farming_01_66"); debugScenarios.Trailer3Scenario_Building.addItem(14309,4957,0, "vegetation_farming_01_67");debugScenarios.Trailer3Scenario_Building.addItem(14310,4957,0, "vegetation_farming_01_68"); -- potatoes debugScenarios.Trailer3Scenario_Building.addItem(14308,4959,0, "vegetation_farming_01_42"); debugScenarios.Trailer3Scenario_Building.addItem(14309,4959,0, "vegetation_farming_01_43");debugScenarios.Trailer3Scenario_Building.addItem(14310,4959,0, "vegetation_farming_01_43"); debugScenarios.Trailer3Scenario_Building.addItem(14308,4960,0, "vegetation_farming_01_43"); debugScenarios.Trailer3Scenario_Building.addItem(14309,4960,0, "vegetation_farming_01_44");debugScenarios.Trailer3Scenario_Building.addItem(14310,4960,0, "vegetation_farming_01_43"); -- salad debugScenarios.Trailer3Scenario_Building.addItem(14308,4962,0, "vegetation_farming_01_20"); debugScenarios.Trailer3Scenario_Building.addItem(14309,4962,0, "vegetation_farming_01_19");debugScenarios.Trailer3Scenario_Building.addItem(14310,4962,0, "vegetation_farming_01_20"); -- empty debugScenarios.Trailer3Scenario_Building.addItem(14308,4963,0, "vegetation_farming_01_1"); -- gathering water debugScenarios.Trailer3Scenario_Building.addItem(14326,4957,0, "carpentry_02_53"); debugScenarios.Trailer3Scenario_Building.addItem(14326,4958,0, "carpentry_02_55"); sq = debugScenarios.Trailer3Scenario_Building.getSQ(14327, 4956, 0); sq:AddWorldInventoryItem("Base.WaterSaucepan", 0, 0, 0);sq:AddWorldInventoryItem("Base.WaterSaucepan", 0.6, 0.6, 0); end, onLoadGS = function(sq) -- hack for floor cause the event throwing bug here somehow :/ if not debugScenarios.Trailer3Scenario_Building.addedFloor and sq:getX() == 14325 and sq:getY() == 4966 then debugScenarios.Trailer3Scenario_Building.addedFloor = true; -- floor on top debugScenarios.Trailer3Scenario_Building.addFloor(14318, 4966, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14319, 4962, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14319, 4962, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14319, 4963, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14319, 4964, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14319, 4965, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14319, 4966, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14320, 4962, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14320, 4962, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14320, 4963, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14320, 4964, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14320, 4965, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14320, 4966, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14321, 4962, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14321, 4962, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14321, 4963, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14321, 4964, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14321, 4965, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14321, 4966, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14322, 4960, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14322, 4961, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14322, 4962, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14322, 4962, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14322, 4963, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14322, 4964, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14322, 4965, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14322, 4966, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14323, 4960, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14323, 4961, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14323, 4962, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14323, 4962, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14323, 4963, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14323, 4964, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14323, 4965, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14323, 4966, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14324, 4960, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14324, 4961, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14324, 4962, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14324, 4962, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14324, 4963, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14324, 4964, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14324, 4965, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14324, 4966, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14325, 4960, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14325, 4961, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14325, 4962, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14325, 4962, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14325, 4963, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14325, 4964, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14325, 4965, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14325, 4966, 1, "carpentry_02_57"); debugScenarios.Trailer3Scenario_Building.addFloor(14323, 4953, 1, "constructedobjects_01_86"); debugScenarios.Trailer3Scenario_Building.addFloor(14324, 4953, 1, "constructedobjects_01_86"); debugScenarios.Trailer3Scenario_Building.addFloor(14325, 4953, 1, "constructedobjects_01_86"); debugScenarios.Trailer3Scenario_Building.addFloor(14326, 4953, 1, "constructedobjects_01_86"); debugScenarios.Trailer3Scenario_Building.addFloor(14327, 4953, 1, "constructedobjects_01_86"); debugScenarios.Trailer3Scenario_Building.addFloor(14323, 4952, 1, "constructedobjects_01_86"); debugScenarios.Trailer3Scenario_Building.addFloor(14324, 4952, 1, "constructedobjects_01_86"); debugScenarios.Trailer3Scenario_Building.addFloor(14325, 4952, 1, "constructedobjects_01_86"); debugScenarios.Trailer3Scenario_Building.addFloor(14326, 4952, 1, "constructedobjects_01_86"); debugScenarios.Trailer3Scenario_Building.addFloor(14327, 4952, 1, "constructedobjects_01_86"); end if sq:getWindow() and sq:getX() == 14326 and sq:getY() == 4956 and sq:getZ() == 0 then local window = sq:getWindow(); window:addBarricadesDebug(4, false); end end } debugScenarios.Trailer3Scenario_Building.addFloor = function(x, y, z, tile) local sq = debugScenarios.Trailer3Scenario_Building.getSQ(x, y, z); sq:addFloor(tile); end debugScenarios.Trailer3Scenario_Building.addStairs = function(x, y, z, north) local stairs = ISWoodenStairs:new("carpentry_02_88", "carpentry_02_89", "carpentry_02_90", "carpentry_02_96", "carpentry_02_97", "carpentry_02_98", "carpentry_02_94", "carpentry_02_95"); local sprite = "carpentry_02_88"; if north then sprite = "carpentry_02_96"; end stairs:create(x, y, z, north, sprite) end debugScenarios.Trailer3Scenario_Building.addFence = function(x, y, z, tile, north) local sq = debugScenarios.Trailer3Scenario_Building.getSQ(x, y, z); local thump = IsoThumpable.new(getCell(), sq, tile, nil, north, nil); thump:setIsHoppable(true); sq:AddSpecialObject(thump); end debugScenarios.Trailer3Scenario_Building.addWallFrame = function(x, y, z, tile, north) local sq = debugScenarios.Trailer3Scenario_Building.getSQ(x, y, z); local thump = IsoThumpable.new(getCell(), sq, tile, nil, north, nil); thump:setIsHoppable(true); thump:setName("WoodenWallFrame"); sq:AddSpecialObject(thump); end debugScenarios.Trailer3Scenario_Building.addWall = function(x, y, z, tile, north) local sq = debugScenarios.Trailer3Scenario_Building.getSQ(x, y, z); local thump = IsoThumpable.new(getCell(), sq, tile, nil, north, nil); thump:setCanPassThrough(false); sq:AddSpecialObject(thump); end debugScenarios.Trailer3Scenario_Building.addDoor = function(x, y, z, tile, openTile, north) local sq = debugScenarios.Trailer3Scenario_Building.getSQ(x, y, z); local thump = IsoThumpable.new(getCell(), sq, tile, openTile, north, nil); thump:setIsDoor(true); sq:AddSpecialObject(thump); end debugScenarios.Trailer3Scenario_Building.addItem = function(x, y, z, tile) local sq = debugScenarios.Trailer3Scenario_Building.getSQ(x, y, z); sq:AddTileObject(IsoObject.new(sq, tile)); end debugScenarios.Trailer3Scenario_Building.getSQ = function(x, y, z) local sq = getCell():getGridSquare(x, y, z); if not sq then sq = IsoGridSquare.new(getCell(), nil, x, y, z); getCell():ConnectNewSquare(sq, true); end return sq; end debugScenarios.Trailer3Scenario_Building.removeItemsButFloor = function(x, y, z) local sq = getCell():getGridSquare(x, y, z); local toRemove = {}; for i=0,sq:getObjects():size()-1 do local item = sq:getObjects():get(i); if item ~= sq:getFloor() then table.insert(toRemove, item); end end for i,v in ipairs(toRemove) do sq:RemoveTileObjectErosionNoRecalc(v); end end