View topic - yardmaps



All times are UTC + 1 hour


Post new topic Reply to topic  [ 3 posts ] 
Author Message
 Post subject: yardmaps
PostPosted: 02 Oct 2005, 12:03 
Kernel Panic Co-Developer
User avatar

Joined: 16 Nov 2004, 13:08
Spring doesn't intepret the yardmap field in the FBI correctly.

How it should be:
Quote:
FBI File Content Description

YardMap

Defines in more detail the "footprint" of a construction yard (or any stationary building). As an example, the ARM Adv. Air Plant data at the right has 6 groups of 7 values defining an X-Z coordinate "footprint" for the construction yard. The following values are available:
"f" indicates the space is occupied by a feature (e.g. Dragons teeth)
"o" indicates occupied points on ground where a unit may not pass. By default, all values are "o".
"O" - Occupied when building is open - never used.
"c" defines the "hole" (typically in construction plant units) where the units are built and where they enter or exit. closed yard - "Openyard/Closeyard" on land.
"C" - closed yard - "Openyard/Closeyard" on water.
"w" seems to indicate those parts of a ship yard that are above water
"g" (or "G") indicates that the space can operate over a geothermal vent. Otherwise, operates just like an "O". Created specifically for the geothermal plant.
"y" - standard yard - no footprint on land
"Y" - standard water yard - no footprint on water. "Y" is simply a location that will never have a footprint, no matter what.
As you know, footprints are square, but your units aren't always. This allows you to shape the footprint a little. (i.e. ARMLAB, the corners are always "footprintless")


Specifically, "y" should be passable but currently isn't, and, when YARD_OPEN is set to 1, then "c" should be passable but currently isn't.

It's very annoying not to be able to have buildings with passable yard.


Top
 Offline Profile  
 
 Post subject:
PostPosted: 24 Oct 2005, 22:59 
Kernel Panic Co-Developer
User avatar

Joined: 16 Nov 2004, 13:08
Actually, SJ told me that know, the yardmap open and close, but that the opening and closing is hard coded to happen only when a factory is building. Instead of being soft scripted like it was in TA. And so non-factory buildings can't close and open. (And the always free y is apparently just lacking)

So, we still need to:
- Have the script command "set YARD_OPEN to TRUE;" turn the c into passable.
(And the O into impassable, unless there are units on O spot*).
- Have the script command "set YARD_OPEN to FALSE;" turn the c into impassable, unless there are units on c spots.
(And turn the O into passable*).
- Have the script command "get YARD_OPEN;" return the state of the yardmap (use in many scripts to check if a "set YARD_OPEN to FALSE;" was actually succesfully performed or if there were units blocking it)
- Have the hard coding of closing/opening of yardmap be removed and let the factory scripts handle the job.

- Have the y always free


*O is never used, so it doesn't matter much if it's not supported.


Top
 Offline Profile  
 
 Post subject:
PostPosted: 24 Oct 2005, 23:13 
User avatar

Joined: 19 Jul 2005, 08:33
it would be nice to have O supported though...


Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 3 posts ] 

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group

Site layout created by Roflcopter et al.