Example #1
0
 SpawnTDS.FormationType ft_trench()
 {
     SpawnTDS.FormationType ft = new SpawnTDS.FormationType();
     ft.type = SpawnTDS.FormationType.T.L4_Trench;
     return ft;
 }
Example #2
0
 //Vertical Line
 SpawnTDS.FormationType ft_vl(int num)
 {
     SpawnTDS.FormationType ft = new SpawnTDS.FormationType();
     ft.type = SpawnTDS.FormationType.T.VerticalLine;
     ft.height = num;
     return ft;
 }
Example #3
0
 SpawnTDS.FormationType ft_missileRun()
 {
     SpawnTDS.FormationType ft = new SpawnTDS.FormationType();
     ft.type = SpawnTDS.FormationType.T.L4_MissileRun;
     return ft;
 }
Example #4
0
 /*Hacks for music*/
 SpawnTDS.FormationType ft_space()
 {
     SpawnTDS.FormationType ft = new SpawnTDS.FormationType();
     ft.type = SpawnTDS.FormationType.T.L4_Space;
     return ft;
 }
Example #5
0
 /** SpawnTDS.SpawnTDS.FormationType Horizontal Line */
 SpawnTDS.FormationType ft_hl(int num)
 {
     SpawnTDS.FormationType ft = new SpawnTDS.FormationType();
     ft.type = SpawnTDS.FormationType.T.HorizontalLine;
     ft.width = num;
     return ft;
 }
Example #6
0
 /** Helpers so you don't have to W(new BlaType1(), new BlaType2() ....) */
 /** Look ahead at enemy capital ship */
 SpawnTDS.FormationType ft_lookat_cap(float transitionInTime, float ponderTime, float transitionOutTime, float distancefromplayer)
 {
     SpawnTDS.FormationType ft = new SpawnTDS.FormationType();
     ft.args = new float[] { transitionInTime, ponderTime, transitionOutTime, distancefromplayer};
     ft.type = SpawnTDS.FormationType.T.L4_Lookat_Cap;
     return ft;
 }
Example #7
0
 SpawnTDS.FormationType ft_finale()
 {
     SpawnTDS.FormationType ft = new SpawnTDS.FormationType();
     ft.type = SpawnTDS.FormationType.T.L4_Finale;
     return ft;
 }
Example #8
0
 //Grid
 SpawnTDS.FormationType ft_gd(int width, int height)
 {
     SpawnTDS.FormationType ft = new SpawnTDS.FormationType();
     ft.type = SpawnTDS.FormationType.T.Grid;
     ft.width = width; ft.height = height;
     return ft;
 }
Example #9
0
 SpawnTDS.FormationType ft_endMusic()
 {
     SpawnTDS.FormationType ft = new SpawnTDS.FormationType();
     ft.type = SpawnTDS.FormationType.T.L4_Fade_Out;
     return ft;
 }
Example #10
0
 /** Hack: Formationtype elite pass*/
 SpawnTDS.FormationType ft_ep()
 {
     SpawnTDS.FormationType ft = new SpawnTDS.FormationType();
     ft.type = SpawnTDS.FormationType.T.ElitePass;
     return ft;
 }
Example #11
0
 /** Hack: Elite comes and stays for final battle */
 SpawnTDS.FormationType ft_ef()
 {
     SpawnTDS.FormationType ft = new SpawnTDS.FormationType();
     ft.type = SpawnTDS.FormationType.T.EliteBattle;
     return ft;
 }
Example #12
0
 /** Hack: Formationtype elite hide and shoot in back row*/
 SpawnTDS.FormationType ft_eb()
 {
     SpawnTDS.FormationType ft = new SpawnTDS.FormationType();
     ft.type = SpawnTDS.FormationType.T.EliteStayBack;
     return ft;
 }
Example #13
0
 SpawnTDS.FormationType ft_ag()
 {
     SpawnTDS.FormationType ft = new SpawnTDS.FormationType();
     ft.type = SpawnTDS.FormationType.T.AsteroidGameplay;
     return ft;
 }
Example #14
0
 SpawnTDS.FormationType ft_ac2()
 {
     SpawnTDS.FormationType ft = new SpawnTDS.FormationType();
     ft.type = SpawnTDS.FormationType.T.AsteroidCinematic2;
     return ft;
 }
Example #15
0
 SpawnTDS.FormationType ft_at()
 {
     SpawnTDS.FormationType ft = new SpawnTDS.FormationType();
     ft.type = SpawnTDS.FormationType.T.AsteroidTutorial;
     return ft;
 }