
Lv.1
bcm也是走下坡路了 没以前那味了
签名:随兴而做作品,在玩崩铁和原神,玩B服原神的可以加我UID520274527
在 【岛3速建】沙漠地形模板 中回复
超大地图 [super bag map]
/*world的长宽高*/
let worldx = 256;
let worldy = 喵;
let worldz = 256;
(async function () {
for (let x = 0; x < worldx; x++) {
for (let z = 0; z < worldz; z++) {
for (let y = 0; y < worldy; y++) {
voxels.setVoxel(x, y, z, 0);
};
};
};
await sleep(3000);
/*地形*/
for (let x = 0; x < worldx; x++) {
for (let z = 0; z < worldz; z++) {
for (let y = 0; y < 9; y++) {
voxels.setVoxel(x, y, z, 'sand');
};
};
};
await sleep(3000);
for (let x = 0; x < worldx; x++) {
for (let z = 0; z < worldz; z++) {
if (voxels.getVoxel(x, 9, z) == 0) {
if (voxels.getVoxel(x, 9 - 1, z) != 0) {
if (Math.random() < 0.005) {
cylinder('sand', x, 9, z, 5 + Math.random() * 5, Math.random() * 2);
};
};
};
};
};
await sleep(3000);
/*生成仙人掌*/
for (let x = 0; x < worldx; x++) {
for (let z = 0; z < worldz; z++) {
for (let y = 0; y < worldy; y++) {
if (voxels.getVoxel(x, y, z) == 0) {
if (voxels.getVoxel(x, y - 1, z) != 0) {
if (Math.random() < 0.005) {
voxels.setVoxel(x, y, z, 'leaf_05');
voxels.setVoxel(x, y + 1, z, 'leaf_05');
if (Math.random() < 0.3) {
voxels.setVoxel(x, y + 2, z, 'leaf_05');
};
};
};
};
};
};
};
})();
function cylinder(vox, cx, cy, cz, radius, height) {
var xend = cx + radius;
var yend = cy + height;
var zend = cz + radius;
for (let x = cx - radius; x <= xend; x++) {
for (let z = cz - radius; z <= zend; z++) {
let dx = x - cx;
let dz = z - cz;
if (Math.round(Math.sqrt(dx * dx + dz * dz)) <= radius) {
for (let y = cy; y < yend; y++) {
voxels.setVoxel(x, y, z, vox);
};
};
};
};
};2022-01-07T21:50:39 点赞:1
在 【岛3第二个发光皮肤】【盘点岛3所有的特殊皮肤】 中回复
//只让特定的人穿此皮肤
world.querySelectorAll('#哥斯拉头套-1').forEach((e) => e.destroy());
world.querySelectorAll('#哥斯拉装甲-1').forEach((e) => e.destroy());
world.querySelectorAll('#哥斯拉尾巴-1').forEach((e) => e.destroy());
world.querySelectorAll('#哥斯拉左小腿-1').forEach((e) => e.destroy());
world.querySelectorAll('#哥斯拉左小腿-2').forEach((e) => e.destroy());
world.querySelectorAll('#哥斯拉左小腿-3').forEach((e) => e.destroy());
world.querySelectorAll('#哥斯拉左小腿-4').forEach((e) => e.destroy());
world.querySelectorAll('#哥斯拉左小腿-5').forEach((e) => e.destroy());
world.querySelectorAll('#哥斯拉左小腿-6').forEach((e) => e.destroy());
world.querySelectorAll('#哥斯拉左小腿-7').forEach((e) => e.destroy());
world.querySelectorAll('#哥斯拉左小腿-8').forEach((e) => e.destroy());
const WEAPON = {
1: { // 头部
mesh: world.querySelector('#哥斯拉头套-1').mesh,
parts: [Box3BodyPart.HEAD],
scale: new Box3Vector3(0.52, 0.41, 0.52), // 调整大小
orientation: new Box3Quaternion(0, 1, 0, -1).rotateX(0).rotateY(0),
offset: new Box3Vector3(0, 0.58, 0), //调整位置
},
2: { // 身体
mesh: world.querySelector('#哥斯拉装甲-1').mesh,
parts: [Box3BodyPart.TORSO],
scale: new Box3Vector3(0.36, 0.37, 0.34), // 调整大小
orientation: new Box3Quaternion(0, 1, 0, 0).rotateX(0).rotateY(0),
offset: new Box3Vector3(0, 0.22, -0.15), //调整位置
},
3: { // 尾巴
mesh: world.querySelector('#哥斯拉尾巴-1').mesh,
parts: [Box3BodyPart.HIPS],
scale: new Box3Vector3(0.25, 0.25, 0.25), // 调整大小
orientation: new Box3Quaternion(0, 1, 0, 0).rotateX(0).rotateY(0),
offset: new Box3Vector3(0, 0.1, -0.73), //调整位置
},
4: { // 左上臂
mesh: world.querySelector('#哥斯拉左小腿-1').mesh,
parts: [Box3BodyPart.LEFT_UPPER_ARM],
scale: new Box3Vector3(0.52, 0.31, 0.52), // 调整大小
orientation: new Box3Quaternion(0, 1, 0, 0).rotateX(0).rotateY(0).rotateZ(0),
offset: new Box3Vector3(0, 0, 0), //调整位置
},
5: { // 左下臂
mesh: world.querySelector('#哥斯拉左小腿-2').mesh,
parts: [Box3BodyPart.LEFT_LOWER_ARM],
scale: new Box3Vector3(0.52, 0.31, 0.52), // 调整大小
orientation: new Box3Quaternion(0, 1, 0, 0),
offset: new Box3Vector3(0, 0, 0), //调整位置
},
6: { // 右上臂
mesh: world.querySelector('#哥斯拉左小腿-3').mesh,
parts: [Box3BodyPart.RIGHT_UPPER_ARM],
scale: new Box3Vector3(0.52, 0.31, 0.52), // 调整大小
orientation: new Box3Quaternion(0, 1, 0, 0),
offset: new Box3Vector3(0, 0, 0), //调整位置
},
7: { // 右下臂
mesh: world.querySelector('#哥斯拉左小腿-4').mesh,
parts: [Box3BodyPart.RIGHT_LOWER_ARM],
scale: new Box3Vector3(0.52, 0.31, 0.52), // 调整大小
orientation: new Box3Quaternion(0, 1, 0, 0),
offset: new Box3Vector3(0, 0, 0), //调整位置
},
8: { // 左大腿
mesh: world.querySelector('#哥斯拉左小腿-5').mesh,
parts: [Box3BodyPart.LEFT_UPPER_LEG],
scale: new Box3Vector3(0.52, 0.53, 0.52), // 调整大小
orientation: new Box3Quaternion(0, 1, 0, 0),
offset: new Box3Vector3(0, 0, 0), //调整位置
},
9: { // 左小腿
mesh: world.querySelector('#哥斯拉左小腿-6').mesh,
parts: [Box3BodyPart.LEFT_LOWER_LEG],
scale: new Box3Vector3(0.52, 0.53, 0.52), // 调整大小
orientation: new Box3Quaternion(0, 1, 0, 0),
offset: new Box3Vector3(0, 0, 0), //调整位置
},
10: { // 右大腿
mesh: world.querySelector('#哥斯拉左小腿-7').mesh,
parts: [Box3BodyPart.RIGHT_UPPER_LEG],
scale: new Box3Vector3(0.52, 0.53, 0.52), // 调整大小
orientation: new Box3Quaternion(0, 1, 0, 0),
offset: new Box3Vector3(0, 0, 0), //调整位置
},
11: { // 右小腿
mesh: world.querySelector('#哥斯拉左小腿-8').mesh,
parts: [Box3BodyPart.RIGHT_LOWER_LEG],
scale: new Box3Vector3(0.52, 0.53, 0.52), // 调整大小
orientation: new Box3Quaternion(0, 1, 0, 0),
offset: new Box3Vector3(0, 0, 0), //调整位置
},
};
function godzillaWeapon(entity, camp) {
WEAPON[camp].parts.forEach((part) => entity.player.addWearable({
bodyPart: part, // 装备
mesh: WEAPON[camp].mesh, // 设置武器mesh
orientation: WEAPON[camp].orientation, // 设置方向
scale: WEAPON[camp].scale, // 设置大小
offset: WEAPON[camp].offset, // 设置位置
}));
}
function trueGodzillaWeapon(entity){
godzillaWeapon(entity, '1')
godzillaWeapon(entity, '2')
godzillaWeapon(entity, '3')
godzillaWeapon(entity, '4')
godzillaWeapon(entity, '5')
godzillaWeapon(entity, '6')
godzillaWeapon(entity, '7')
godzillaWeapon(entity, '8')
godzillaWeapon(entity, '9')
godzillaWeapon(entity, '10')
godzillaWeapon(entity, '11')
}
function skin(entity){
entity.player.skinInvisible.head=true;
entity.player.skinInvisible.hips=true;
entity.player.skinInvisible.leftFoot=false;
entity.player.skinInvisible.leftHand=false;
entity.player.skinInvisible.leftLowerArm=true;
entity.player.skinInvisible.leftLowerLeg=true;
entity.player.skinInvisible.leftShoulder=true;
entity.player.skinInvisible.leftUpperArm=true;
entity.player.skinInvisible.leftUpperLeg=true;
entity.player.skinInvisible.neck=true;
entity.player.skinInvisible.rightFoot=false;
entity.player.skinInvisible.rightHand=false;
entity.player.skinInvisible.rightLowerArm=true;
entity.player.skinInvisible.rightLowerLeg=true;
entity.player.skinInvisible.rightShoulder=true;
entity.player.skinInvisible.rightUpperArm=true;
entity.player.skinInvisible.rightUpperLeg=true;
entity.player.skinInvisible.torso=true;
};
world.onPlayerJoin(({ entity }) => {
if(entity.player.name === "/*名字*/"){
skin(entity);
trueGodzillaWeapon(entity);
}
});2022-01-09T12:57:22 点赞:1
在 【BOX3求助】什么意思? 中回复
吉吉的报错真离谱()
lsolate was disposed during execution的意思是利索莱在行刑期间被处置()()()
2022-02-02T15:37:29 点赞:0
在 【神奇代码岛BOX】你真的认真读过《神奇代码岛用户服务协议》吗? 中回复
怪谈翻译:
1.1 未注册代码岛账户,实际使用平台服务的,但不限于以游客模式访问代码岛,如果发现体验号/游客进入地图,立即举报
2.8 您理解并承诺,您所设置的账户不得违反国家法律法规及我们的相关规则,不得实施任何侵害国家利益、损害其他喵合法权益,有害社会道德风尚的行为。如果您的账号违规,请打印这份协议,逃到公安局里交给离门口最近的保安,他们知道怎么做。
2.10 为保证您能顺利使用我们的产品及/或服务,您知悉并同意,您在注册、使用代码岛账户时(包括通过第三方账户授权登录)应遵守以下规则:
焯!懒得翻译了()()()
翻译请找'它',‘它’知道怎么做
2022-02-02T15:45:18 点赞:0