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by RemiDav
20 May 2015, 01:20
Forum: Engine
Topic: A potential solution to (finally) have bridges
Replies: 15
Views: 3298

Re: A potential solution to (finally) have bridges

Silentwings wrote:There's no need to change BA to make areas passable by both land & sea units. Just set the height to -18 (and a couple each side iirc) and it will be passable by ~all.

See e.g. this http://springfiles.com/spring/spring-maps/barbary-coves map
Great, thanks a lot !
Love you guys ! ;)
by RemiDav
19 May 2015, 21:09
Forum: Engine
Topic: A potential solution to (finally) have bridges
Replies: 15
Views: 3298

Re: A potential solution to (finally) have bridges

This is a game design decision and is possible to implement: 1) Have ships have minDepth = N; 2) Have ground units have maxDepth = N; 3) Tune your movedefs such that ground units have 100% speed at depth N; 4) Make a map with passages of exactly height N. There you go! A map with "bridges"...
by RemiDav
19 May 2015, 02:31
Forum: Engine
Topic: A potential solution to (finally) have bridges
Replies: 15
Views: 3298

Re: A potential solution to (finally) have bridges

Thanks for all the answers, Yes, the suggestion was basically a bunch of heightmaps with elements being dropped on each other like in tetris (that solves the bridge altitude problem and the risk of having a bridge going underground). The cells connecting are the cells colliding with each others (aka...
by RemiDav
18 May 2015, 00:24
Forum: Engine
Topic: A potential solution to (finally) have bridges
Replies: 15
Views: 3298

A potential solution to (finally) have bridges

Hello all, I have been reading several posts about having bridges and it mentions several problems that do not seem to have been solved so far. If there is a way to have a place on a map where both water units and ground units can go, just let me know (and sorry for the post). There are 2 types of p...

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