forked from aya/aya
640 lines
18 KiB
Lua
640 lines
18 KiB
Lua
while game == nil do
|
|
wait(1/30)
|
|
end
|
|
|
|
---------------
|
|
--PLUGIN SETUP-
|
|
---------------
|
|
local loaded = false
|
|
local on = false
|
|
|
|
self = PluginManager():CreatePlugin()
|
|
|
|
toolbar = self:CreateToolbar("Terrain")
|
|
toolbarbutton = toolbar:CreateButton("Brush", "Brush", "brush.png")
|
|
toolbarbutton.Click:connect(function()
|
|
if on then
|
|
Off()
|
|
elseif loaded then
|
|
On()
|
|
end
|
|
end)
|
|
|
|
game:WaitForChild("Workspace")
|
|
game.Workspace:WaitForChild("Terrain")
|
|
|
|
-- Local function definitions
|
|
local c = game.Workspace.Terrain
|
|
local GetCell = c.GetCell
|
|
local SetCell = c.SetCell
|
|
local SetCells = c.SetCells
|
|
local AutowedgeCells = c.AutowedgeCells
|
|
local AutowedgeCell = c.AutowedgeCell
|
|
local WorldToCellPreferSolid = c.WorldToCellPreferSolid
|
|
local CellCenterToWorld = c.CellCenterToWorld
|
|
local AutoWedge = c.AutowedgeCell
|
|
|
|
local buildTerrainMode = 'Add'
|
|
local removeTerrainMode = 'Remove'
|
|
|
|
-----------------
|
|
--DEFAULT VALUES-
|
|
-----------------
|
|
local radius = 5
|
|
local depth = 0
|
|
local mousedown = false
|
|
local mousemoving = false
|
|
local brushheight = nil
|
|
local material = 1
|
|
local lastMousePos = Vector2.new(-1,-1)
|
|
local lastCellFillTime = 0
|
|
local maxYExtents = math.min(c.MaxExtents.Max.Y, 512)
|
|
|
|
-- Which mode (build/remove) it is.
|
|
local mode = buildTerrainMode
|
|
|
|
-- Height and depth to use for the different modes.
|
|
local buildTerrainHeight = 5
|
|
local removeTerrainDepth = -5
|
|
|
|
local mouse = self:GetMouse()
|
|
mouse.Button1Down:connect(function() buttonDown() end)
|
|
mouse.Button1Up:connect(function()
|
|
mousedown = false
|
|
brushheight = nil
|
|
enablePreview()
|
|
updatePreviewSelection(mouse.Hit)
|
|
game:GetService("ChangeHistoryService"):SetWaypoint("Brush")
|
|
end)
|
|
mouse.Move:connect(function() mouseMoved() end)
|
|
local selectionPart = Instance.new("Part")
|
|
selectionPart.Name = "SelectionPart"
|
|
selectionPart.Archivable = false
|
|
selectionPart.Transparency = 1
|
|
selectionPart.Anchored = true
|
|
selectionPart.Locked = true
|
|
selectionPart.CanCollide = false
|
|
selectionPart.FormFactor = Enum.FormFactor.Custom
|
|
|
|
local selectionBox = Instance.new("SelectionBox")
|
|
selectionBox.Archivable = false
|
|
selectionBox.Color = BrickColor.new("Lime green")
|
|
selectionBox.Adornee = selectionPart
|
|
mouse.TargetFilter = selectionPart
|
|
|
|
-----------------------
|
|
--FUNCTION DEFINITIONS-
|
|
-----------------------
|
|
|
|
-- searches the y depth of a particular cell position to find the lowest y that is empty
|
|
function findLowestEmptyCell(x,y,z)
|
|
local cellMat = GetCell(c, x,y,z)
|
|
local lowestY = y
|
|
|
|
while cellMat == Enum.CellMaterial.Empty do
|
|
lowestY = y
|
|
if y > 0 then
|
|
y = y - 1
|
|
cellMat = GetCell(c, x,y,z)
|
|
else
|
|
lowestY = 0
|
|
cellMat = nil
|
|
end
|
|
end
|
|
return lowestY
|
|
end
|
|
|
|
-- finds the lowest cell that is not filled in the radius that is currently specified
|
|
function findLowPoint(x,y,z)
|
|
local lowestPoint = maxYExtents + 1
|
|
for i = -radius, radius do
|
|
local zPos = z + i
|
|
for j = -radius, radius do
|
|
local xPos = x + i
|
|
local cellMat = GetCell(c, xPos, y, zPos)
|
|
if cellMat == Enum.CellMaterial.Empty then
|
|
local emptyDepth = findLowestEmptyCell(xPos, y, zPos)
|
|
if emptyDepth < lowestPoint then
|
|
lowestPoint = emptyDepth
|
|
end
|
|
end
|
|
end
|
|
end
|
|
return lowestPoint
|
|
end
|
|
|
|
--brushes terrain at point (x, y, z) in cluster c
|
|
function brush(x, y, z)
|
|
if depth == 0 then return end
|
|
|
|
if depth > 0 then
|
|
local findY = findLowPoint(x,y + depth,z)
|
|
local yWithDepth = y + depth
|
|
|
|
local lowY = nil
|
|
if findY < yWithDepth then
|
|
lowY = findY
|
|
else
|
|
lowY = yWithDepth
|
|
end
|
|
|
|
local lowVec = Vector3int16.new(x - radius, lowY, z - radius)
|
|
local highVec = Vector3int16.new(x + radius, yWithDepth, z + radius)
|
|
local regionToFill = Region3int16.new(lowVec,highVec)
|
|
|
|
SetCells(c, regionToFill, material, 0, 0)
|
|
AutowedgeCells(c, regionToFill)
|
|
else
|
|
local lowVec = Vector3int16.new(x - radius, y + depth + 1, z - radius)
|
|
local highVec = Vector3int16.new(x + radius, maxYExtents, z + radius)
|
|
local regionToEmpty = Region3int16.new(lowVec,highVec)
|
|
SetCells(c,regionToEmpty,Enum.CellMaterial.Empty,0,0)
|
|
end
|
|
end
|
|
|
|
function disablePreview()
|
|
selectionBox.Parent = nil
|
|
end
|
|
|
|
function enablePreview()
|
|
selectionBox.Parent = game.Workspace
|
|
end
|
|
|
|
function updatePreviewSelection(position)
|
|
if not position then return end
|
|
--if not mouse.Target then disablePreview() return end
|
|
if depth == 0 then disablePreview() return end
|
|
|
|
local vectorPos = Vector3.new(position.x,position.y,position.z)
|
|
local cellPos = WorldToCellPreferSolid(c, vectorPos)
|
|
local solidCell = WorldToCellPreferSolid(c, vectorPos)
|
|
|
|
-- If nothing was hit, do the plane intersection.
|
|
if 0 == GetCell(c, solidCell.X, solidCell.Y, solidCell.Z).Value then
|
|
local success = false
|
|
success, cellPos = PlaneIntersection(vectorPos)
|
|
if not success then
|
|
if mouse.Target then
|
|
cellPos = solidCell
|
|
else
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
local regionToSelect = nil
|
|
if depth > 0 then
|
|
local yWithDepth = nil
|
|
if brushheight then
|
|
yWithDepth = brushheight + depth
|
|
else
|
|
yWithDepth = cellPos.y + depth
|
|
end
|
|
|
|
local lowY = nil
|
|
if brushheight then
|
|
lowY = brushheight + 1
|
|
else
|
|
local findY = findLowPoint(cellPos.x,yWithDepth,cellPos.z)
|
|
if findY < yWithDepth then
|
|
lowY = findY
|
|
else
|
|
lowY = yWithDepth
|
|
end
|
|
end
|
|
|
|
local lowVec = CellCenterToWorld(c, cellPos.x - radius, lowY - 1, cellPos.z - radius)
|
|
local highVec = CellCenterToWorld(c, cellPos.x + radius, yWithDepth + 1, cellPos.z + radius)
|
|
selectionBox.Color = BrickColor.new("Lime green")
|
|
regionToSelect = Region3.new(lowVec,highVec)
|
|
else
|
|
local yPos = cellPos.y + depth
|
|
if brushheight then
|
|
yPos = brushheight + depth
|
|
end
|
|
|
|
local lowVec = CellCenterToWorld(c, cellPos.x - radius, yPos, cellPos.z - radius)
|
|
local highVec = CellCenterToWorld(c, cellPos.x + radius, maxYExtents, cellPos.z + radius)
|
|
selectionBox.Color = BrickColor.new("Really red")
|
|
regionToSelect = Region3.new(lowVec,highVec)
|
|
end
|
|
|
|
selectionPart.Size = regionToSelect.Size - Vector3.new(-4,4,-4)
|
|
selectionPart.CFrame = regionToSelect.CFrame
|
|
|
|
enablePreview()
|
|
end
|
|
|
|
function doFillCells(position, mouseDrag, needsCellPos)
|
|
if mouseDrag then
|
|
local timeBetweenFills = tick() - lastCellFillTime
|
|
local totalDragPixels = math.abs(mouseDrag.x) + math.abs(mouseDrag.y)
|
|
local editDistance = (game.Workspace.CurrentCamera.CoordinateFrame.p -
|
|
Vector3.new(position.x,position.y,position.z)).magnitude
|
|
|
|
if (timeBetweenFills <= 0.05) then
|
|
if editDistance * totalDragPixels < 450 then
|
|
lastCellFillTime = tick()
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
local x = position.x
|
|
local y = position.y
|
|
local z = position.z
|
|
|
|
if needsCellPos then
|
|
local cellPos = WorldToCellPreferSolid(c, Vector3.new(x,y,z))
|
|
|
|
local solidCell = WorldToCellPreferSolid(c, Vector3.new(x,y,z))
|
|
|
|
-- If nothing was hit, do the plane intersection.
|
|
if 0 == GetCell(c, solidCell.X, solidCell.Y, solidCell.Z).Value then
|
|
local success = false
|
|
success, cellPos = PlaneIntersection(Vector3.new(x,y,z))
|
|
if not success then
|
|
if mouse.Target then
|
|
cellPos = solidCell
|
|
else
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
x = cellPos.x
|
|
y = cellPos.y
|
|
z = cellPos.z
|
|
end
|
|
|
|
if brushheight == nil then
|
|
brushheight = y
|
|
end
|
|
|
|
brush(x, brushheight, z)
|
|
lastCellFillTime = tick()
|
|
end
|
|
|
|
function mouseMoved()
|
|
if on then
|
|
if mousedown == true then
|
|
if mousemoving then return end
|
|
|
|
mousemoving = true
|
|
local currMousePos = Vector2.new(mouse.X,mouse.Y)
|
|
local mouseDrag = currMousePos - lastMousePos
|
|
doFillCells(mouse.Hit, mouseDrag, true)
|
|
lastMousePos = currMousePos
|
|
mousemoving = false
|
|
end
|
|
updatePreviewSelection(mouse.Hit)
|
|
end
|
|
end
|
|
|
|
-- Do a line/plane intersection. The line starts at the camera. The plane is at y == 0, normal(0, 1, 0)
|
|
--
|
|
-- vectorPos - End point of the line.
|
|
--
|
|
-- Return:
|
|
-- success - Value is true if there was a plane intersection, false if not.
|
|
-- intersection - Value is the terrain cell intersection point if there is one, vectorPos if there isn't.
|
|
function PlaneIntersection(vectorPos)
|
|
local currCamera = game.Workspace.CurrentCamera
|
|
local startPos = Vector3.new(currCamera.CoordinateFrame.p.X, currCamera.CoordinateFrame.p.Y, currCamera.CoordinateFrame.p.Z)
|
|
local endPos = Vector3.new(vectorPos.X, vectorPos.Y, vectorPos.Z)
|
|
local normal = Vector3.new(0, 1, 0)
|
|
local p3 = Vector3.new(0, 0, 0)
|
|
local startEndDot = normal:Dot(endPos - startPos)
|
|
local cellPos = vectorPos
|
|
local success = false
|
|
if startEndDot ~= 0 then
|
|
local t = normal:Dot(p3 - startPos) / startEndDot
|
|
if(t >=0 and t <=1) then
|
|
local intersection = ((endPos - startPos) * t) + startPos
|
|
cellPos = c:WorldToCell(intersection)
|
|
success = true
|
|
end
|
|
end
|
|
|
|
return success, cellPos
|
|
end
|
|
|
|
function buttonDown()
|
|
if on then
|
|
local firstCellPos = WorldToCellPreferSolid(c, Vector3.new(mouse.Hit.x, mouse.Hit.y, mouse.Hit.z))
|
|
local solidCell = WorldToCellPreferSolid(c, Vector3.new(mouse.Hit.x, mouse.Hit.y, mouse.Hit.z))
|
|
|
|
-- If nothing was hit, do the plane intersection.
|
|
if 0 == GetCell(c, solidCell.X, solidCell.Y, solidCell.Z).Value then
|
|
local success = false
|
|
success, firstCellPos = PlaneIntersection(Vector3.new(mouse.Hit.x, mouse.Hit.y, mouse.Hit.z))
|
|
if not success then
|
|
if mouse.Target then
|
|
firstCellPos = solidCell
|
|
else
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
local celMat = GetCell(c, firstCellPos.x, firstCellPos.y, firstCellPos.z)
|
|
if celMat.Value > 0 then
|
|
material = celMat.Value
|
|
else
|
|
if 0 == material then
|
|
-- It was nothing, give it a default type and the plane intersection.
|
|
material = 1
|
|
end
|
|
end
|
|
|
|
brushheight = firstCellPos.y
|
|
lastMousePos = Vector2.new(mouse.X,mouse.Y)
|
|
doFillCells(firstCellPos)
|
|
|
|
mousedown = true
|
|
end
|
|
end
|
|
|
|
function On()
|
|
if not c then
|
|
return
|
|
end
|
|
if self then
|
|
self:Activate(true)
|
|
end
|
|
if toolbarbutton then
|
|
toolbarbutton:SetActive(true)
|
|
end
|
|
if enablePreview then
|
|
enablePreview()
|
|
end
|
|
if brushDragBar then
|
|
brushDragBar.Visible = true
|
|
end
|
|
on = true
|
|
end
|
|
|
|
function Off()
|
|
if toolbarbutton then
|
|
toolbarbutton:SetActive(false)
|
|
end
|
|
if disablePreview then
|
|
disablePreview()
|
|
end
|
|
if brushDragBar then
|
|
brushDragBar.Visible = false
|
|
end
|
|
on = false
|
|
end
|
|
|
|
|
|
|
|
|
|
------
|
|
--GUI-
|
|
------
|
|
|
|
--load library for with sliders
|
|
local RbxGui = LoadLibrary("RbxGui")
|
|
|
|
-- Create a standard dropdown. Use this for all dropdowns in the popup so it is easy to standardize.
|
|
-- name - What to set the text label name as.
|
|
-- pos - Where to position the label. Should be of type UDim2.
|
|
-- values - A table of the values that will be in the dropbox, in the order they are to be shown.
|
|
-- initValue - Initial value the dropdown should be set to.
|
|
-- funcOnChange - Function to run when a dropdown selection is made.
|
|
-- parent - What to set the parent as.
|
|
-- Return:
|
|
-- dropdown - The dropdown gui.
|
|
-- updateSelection - Object to use to change the current dropdown.
|
|
function CreateStandardDropdown(name,
|
|
pos,
|
|
values,
|
|
initValue,
|
|
funcOnChange,
|
|
parent)
|
|
-- Create a dropdown selection for the modes to fill in a river
|
|
local dropdown, updateSelection=RbxGui.CreateDropDownMenu(values, funcOnChange);
|
|
dropdown.Name = name
|
|
dropdown.Position = pos
|
|
dropdown.Active = true
|
|
dropdown.Size = UDim2.new(0,150,0,32)
|
|
dropdown.Parent = parent
|
|
|
|
updateSelection(initValue)
|
|
|
|
return dropdown, updateSelection
|
|
end
|
|
|
|
-- Create a standard text label. Use this for all lables in the popup so it is easy to standardize.
|
|
-- labelName - What to set the text label name as.
|
|
-- pos - Where to position the label. Should be of type UDim2.
|
|
-- size - How large to make the label. Should be of type UDim2.
|
|
-- text - Text to display.
|
|
-- parent - What to set the text parent as.
|
|
-- Return:
|
|
-- Value is the created label.
|
|
function CreateStandardLabel(labelName,
|
|
pos,
|
|
size,
|
|
text,
|
|
parent)
|
|
local label = Instance.new("TextLabel", parent)
|
|
label.Name = labelName
|
|
label.Position = pos
|
|
label.Size = size
|
|
label.Text = text
|
|
label.TextColor3 = Color3.new(0.95, 0.95, 0.95)
|
|
label.Font = Enum.Font.ArialBold
|
|
label.FontSize = Enum.FontSize.Size14
|
|
label.TextXAlignment = Enum.TextXAlignment.Left
|
|
label.BackgroundTransparency = 1
|
|
label.Parent = parent
|
|
|
|
return label
|
|
end
|
|
|
|
-- Create a standardized slider.
|
|
-- name - Name to use for the slider.
|
|
-- pos - Position to display the slider at.
|
|
-- steps - How many steps there are in the slider.
|
|
-- funcOnChange - Function to call when the slider changes.
|
|
-- initValue - Initial value to set the slider to. If nil the slider stays at the default.
|
|
-- parent - What to set as the parent.
|
|
-- Return:
|
|
-- sliderGui - Slider gui object.
|
|
-- sliderPosition - Object that can set the slider value.
|
|
function CreateStandardSlider(name,
|
|
pos,
|
|
lengthBarPos,
|
|
steps,
|
|
funcOnChange,
|
|
initValue,
|
|
parent)
|
|
local sliderGui, sliderPosition = RbxGui.CreateSlider(steps, 0, UDim2.new(0,0,0,0))
|
|
|
|
sliderGui.Name = name
|
|
sliderGui.Parent = parent
|
|
sliderGui.Position = pos
|
|
sliderGui.Size = UDim2.new(0,160,0,20)
|
|
local lengthBar = sliderGui:FindFirstChild("Bar")
|
|
lengthBar.Size = UDim2.new(1, -20, 0, 5)
|
|
lengthBar.Position = lengthBarPos
|
|
|
|
if nil ~= funcOnChange then
|
|
sliderPosition.Changed:connect(function() funcOnChange(sliderPosition) end)
|
|
end
|
|
|
|
if nil ~= initValue then
|
|
sliderPosition.Value = initValue
|
|
end
|
|
|
|
return sliderGui, sliderPosition
|
|
end
|
|
|
|
|
|
|
|
--screengui
|
|
local g = Instance.new("ScreenGui", game:GetService("CoreGui"))
|
|
g.Name = "TerrainBrushGui"
|
|
|
|
brushDragBar, elevationFrame, elevationHelpFrame, elevationCloseEvent = RbxGui.CreatePluginFrame("Terrain Brush",UDim2.new(0,151,0,160),UDim2.new(0,0,0,0),false,g)
|
|
brushDragBar.Visible = false
|
|
elevationCloseEvent.Event:connect(function ( )
|
|
Off()
|
|
end)
|
|
|
|
elevationHelpFrame.Size = UDim2.new(0,200,0,210)
|
|
local helpText = Instance.new("TextLabel",elevationHelpFrame)
|
|
helpText.Font = Enum.Font.ArialBold
|
|
helpText.FontSize = Enum.FontSize.Size12
|
|
helpText.TextColor3 = Color3.new(1,1,1)
|
|
helpText.BackgroundTransparency = 1
|
|
helpText.TextWrap = true
|
|
helpText.Size = UDim2.new(1,-10,1,-10)
|
|
helpText.Position = UDim2.new(0,5,0,5)
|
|
helpText.TextXAlignment = Enum.TextXAlignment.Left
|
|
helpText.Text =
|
|
[[Drag the mouse by holding the left mouse button to either create or destroy terrain defined by the selection box.
|
|
|
|
Radius:
|
|
Half of the width of the selection box to be used.
|
|
|
|
Height:
|
|
How tall to make terrain from the mouse location. If this value is negative, the brush will remove terrain instead of creating terrain (indicated by the red selection box).
|
|
]]
|
|
|
|
--current radius display label
|
|
radl = Instance.new("TextLabel", elevationFrame)
|
|
radl.Position = UDim2.new(0,0,0,70)
|
|
radl.Size = UDim2.new(1, 0, 0, 14)
|
|
radl.Text = ""
|
|
radl.BackgroundColor3 = Color3.new(0.4, 0.4, 0.4)
|
|
radl.TextColor3 = Color3.new(0.95, 0.95, 0.95)
|
|
radl.Font = Enum.Font.ArialBold
|
|
radl.FontSize = Enum.FontSize.Size14
|
|
radl.TextXAlignment = Enum.TextXAlignment.Left
|
|
radl.BorderColor3 = Color3.new(0, 0, 0)
|
|
radl.BackgroundTransparency = 1
|
|
|
|
--radius slider
|
|
radSliderGui, radSliderPosition = RbxGui.CreateSlider(5, 0, UDim2.new(0, 10, 0, 92))
|
|
radSliderGui.Parent = elevationFrame
|
|
radBar = radSliderGui:FindFirstChild("Bar")
|
|
radBar.Size = UDim2.new(1,-20,0,5)
|
|
radSliderPosition.Changed:connect(function()
|
|
radius = radSliderPosition.Value + 1
|
|
radl.Text = " Radius: ".. radius
|
|
end)
|
|
radSliderPosition.Value = radius - 1
|
|
|
|
--current depth factor display label
|
|
dfl = Instance.new("TextLabel", elevationFrame)
|
|
dfl.Position = UDim2.new(0, 0, 0, 110)
|
|
dfl.Size = UDim2.new(1, 0, 0, 14)
|
|
dfl.Text = ""
|
|
dfl.BackgroundColor3 = Color3.new(0.4, 0.4, 0.4)
|
|
dfl.TextColor3 = Color3.new(0.95, 0.95, 0.95)
|
|
dfl.Font = Enum.Font.ArialBold
|
|
dfl.FontSize = Enum.FontSize.Size14
|
|
dfl.BorderColor3 = Color3.new(0, 0, 0)
|
|
dfl.TextXAlignment = Enum.TextXAlignment.Left
|
|
dfl.BackgroundTransparency = 1
|
|
|
|
--depth factor slider
|
|
addSliderGui, addSliderPosition = RbxGui.CreateSlider(31, 0, UDim2.new(0, 10, 0,132))
|
|
addSliderGui.Parent = elevationFrame
|
|
dfBar = addSliderGui:FindFirstChild("Bar")
|
|
dfBar.Size = UDim2.new(1,-20,0,5)
|
|
addSliderPosition.Changed:connect(function()
|
|
depth = addSliderPosition.Value
|
|
dfl.Text = " Height: ".. depth
|
|
end)
|
|
addSliderPosition.Value = buildTerrainHeight
|
|
|
|
|
|
--depth factor slider
|
|
removeSliderGui, removeSliderPosition = RbxGui.CreateSlider(31, 0, UDim2.new(0, 10, 0,132))
|
|
removeSliderGui.Parent = elevationFrame
|
|
dfBar = removeSliderGui:FindFirstChild("Bar")
|
|
dfBar.Size = UDim2.new(1,-20,0,5)
|
|
removeSliderPosition.Changed:connect(function()
|
|
depth = -(removeSliderPosition.Value)
|
|
dfl.Text = " Height: ".. depth
|
|
end)
|
|
removeSliderPosition.Value = removeTerrainDepth
|
|
|
|
|
|
-- Set which mode is to be used. Show/hide as needed.
|
|
--
|
|
-- mode - Which build mode to run.
|
|
function SetMode(mode)
|
|
if mode == buildTerrainMode then
|
|
addSliderGui.Visible = true
|
|
local hold = addSliderPosition.Value
|
|
addSliderPosition.Value = 0
|
|
addSliderPosition.Value = hold
|
|
removeSliderGui.Visible = false
|
|
elseif mode == removeTerrainMode then
|
|
addSliderGui.Visible = false
|
|
removeSliderGui.Visible = true
|
|
local hold = removeSliderPosition.Value
|
|
removeSliderPosition.Value = 0
|
|
removeSliderPosition.Value = hold
|
|
end
|
|
end
|
|
|
|
|
|
-- Create/Remove mode
|
|
-- Create the build mode gui.
|
|
buildModeLabel = CreateStandardLabel("BuildModeLabel", UDim2.new(0, 8, 0, 10), UDim2.new(0, 67, 0, 14), "Build Mode:", elevationFrame)
|
|
buildModeDropdown, buildModeSet = CreateStandardDropdown("BuildModeDropdown",
|
|
UDim2.new(0,1,0,26),
|
|
{buildTerrainMode, removeTerrainMode},
|
|
buildMode,
|
|
function(value)
|
|
if 'Add' == value then
|
|
SetMode(buildTerrainMode)
|
|
elseif 'Remove' == value then
|
|
SetMode(removeTerrainMode)
|
|
end
|
|
end,
|
|
elevationFrame)
|
|
--[[
|
|
buildModeSet(buildTerrainMode)
|
|
buildModeSet(removeTerrainMode)
|
|
--]]
|
|
buildModeSet(mode)
|
|
SetMode(mode)
|
|
|
|
self.Deactivation:connect(function()
|
|
Off()
|
|
end)
|
|
|
|
--------------------------
|
|
--SUCCESSFUL LOAD MESSAGE-
|
|
--------------------------
|
|
|
|
loaded = true
|