I take it you must mean game_partisanSpawn.lua, it's very simple - however, it currently uses hardcoded unitdef names rather than a config file, and is limited to spawning one type of unit around one type of structure.
I'll help you sure, but it depends what you want to do with it exactly how much help you'll need. The code is S44 specific, in part because I thought the idea was (but mostly I'm lazy).
As for the title, there's an option in your profile, but you may well have to bug an admin (neddie is the usual target) to set up the rank group.
Joined: 29 Aug 2009, 19:12 Location: Also Richmond
Oh sorry for my communication skills. Anyway I would gladly take any help you can give on "de-44ify" partisan spawn. But i'll be honest. Jump jets(see games and mod thread) , and Tera forming are next on my list-o-Lua stuff to get operational. I will though remember that you offered and send a PM to you when i get that far.
Right now terraforming is kinda fugly. In changing the terrain on the map, you stretch the ground textures, which can make it look rather bad(especially with big walls).
to be honest, terraforming will always look fugleh in the current map format, your only choice really is to cover it up with features, I would suggest a tower with a panel with the tower at 0 height, and sides which are very long on all sides. Its far from an elegant solution but its a superior one to what we have, and it doesnt account for lowered terrain, only raised blocky terrain.
When last did anyone that says terraforming is fugleh test it? The pyramids on the sides make it look much nicer as there is a lot less stretching and it still looks decent from far away with low terrain detail.
What exactly are you looking to do with terraforming? There are a few CA specific bits there(such as clogger mounds). I'd suggest you put a lot of thought into what you want terraforming to do and then tell me so I can make any alterations.
Terraforming in CA has 2 major gameplay changing features (as opposed to UI).
Firstly buildings cannot be moved vertically using terraforming and if moved by explosion deformation they are moved back to their original height via a slow update.
Secondly the terrain must have a gradient less than a certain amount while terraforming(I call these pyramids). As height above the surrounding ground increases the cost of making something higher increases as it requires a larger base. This fixes CA's massive spire problem while maintaining the same cost/elmo^3 for all terraforming. As a side effect terraformed cliffs are much nicer looking and it is easier to shoot at things in holes.
http://trac.caspring.org/attachment/wiki/Terraforming/smooth.PNG See this image on left. Note that most images in the manual are older than pyramids. The gradient of this slope is maxHeightDifference(found in config at line 100)/8. Up until recently pyramids had a higher gradient when reaching diagonally from a point.
Also note that removing immobile buildings and not removing pyramids would take actual work.
Don't hesitate to add terraforming effects to weapon explosions, unit deaths or a constant unit aura. These are ridiculously easy to do.
Your game might be made in such a way that you want terraform do some things that have been blocked in CA as in CA the features had gameplay problems. Though if you don't know exactly what terraform will do in your game I would recommend taking all the features from CA terraform and seeing how they work out. maxHeightDifference and cost/elmo^3 should give you enough tools to balance it.
The minimun work required to implement terraform would be to remove CA's weapon explosion and unit death terraform, add a unit called terraunit with an appropriate model and minimal script, set which units should be able to terraform in UnitCreated at line 2556 and copy over the gui_lasso_terraform.lua. There may be something else that CA has to make the buttons work though the buttons are added in the gadget so they should work afaik.
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