TLResetAreaGroundTiles(object, int, int)

Removes tile magic visual effects from an area.

void TLResetAreaGroundTiles(
    object oArea,
    int nColumns,
    int nRows
);

Parameters

oArea

Area to remove the tile magic from.

nColumns

Columns in the area.

nRows

Rows in the area.


Description

Remove any ground area tiles created with TLChangeAreaGroundTiles in current area.



Remarks

nColumns and nRows are the size of the area. For instance, a 4 * 6 area has 4 columns and 6 rows.

This removes visual effects by destroying all placeables tagged "x2_tmp_tile" in the area. This tag is automatically assigned to all the invisible objects created with TLChangeAreaGroundTiles.


Requirements

#include "x2_inc_toollib"

Version

1.61

Example

// In the area created for the TLChangeAreaGroundTiles example create a trigger,
// add this script to the trigger's OnEnter event. When the a PC (or creature) 
// enters the trigger the TileMagic effect will be removed.

// This script will actually work from any object event except the module events. 

#include "x2_inc_toollib"

void main()
{
    object oArea = GetArea(OBJECT_SELF);

    // We only want to remove tilemagic if it already exists.
    if(GetLocalInt(oArea, "TILEMAGIC_APPLIED") == TRUE)
    {
        // Clear the 3x3 square of tilemagic effects: the square starts in the
        // area's bottom left corner and extends x columns right and y rows up.
        TLResetAreaGroundTiles(oArea, 3, 3);

        // Remove the variable so the tilemagic can be reapplied.
        DeleteLocalInt(oArea, "TILEMAGIC_APPLIED");
    }
}

See Also

functions: TLResetAreaGroundTilesEx | TLChangeAreaGroundTiles | TLChangeAreaGroundTilesEx
categories: Area Functions | Visual Effects Functions
tutorials: An Introduction To TileMagic


 author: Lilac Soul, editors: Mistress, Sunjammer, Axe Murderer