Warp Gates: Do we want them?
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Warp Gates: Do we want them?
Warp gates are the epitome of awesome, and i have been told that they could be done in LUA with not too much difficulty. Do you guys think it would be a big plus to map functionality if we could incorporate warp gates?
Re: WARP GATES: DO WE WANT THEM?
BaNa wrote:Warp gates are the epitome of awesome, and i have been told that they could be done in LUA with not too much difficulty. Do you guys think it would be a big plus to map functionality if we could incorporate warp gates?
TA used them on some maps...Sure id used well they can be impemented in maps.
Re: Warp Gates: Do we want them?
I like the idea, but dont put cruise control on for topic titles.
Re: Warp Gates: Do we want them?
i even watched that dot war vid and never noticed the tunnels work that way. EPIC AWESOME AWARD 4 U.
- Aether_0001
- Posts: 228
- Joined: 25 Feb 2008, 03:41
Re: Warp Gates: Do we want them?
Yes I want them.
Re: Warp Gates: Do we want them?
Seems like a mod request?
Re: Warp Gates: Do we want them?
it is your map, if your map has warpgates then it does.
have fun with resource conflicts for your cegs :\
have fun with resource conflicts for your cegs :\
Re: Warp Gates: Do we want them?
Will mappers get butthurt when non OTA based games remove their warpgate units on gamestart?smoth wrote:it is your map, if your map has warpgates then it does.
have fun with resource conflicts for your cegs :\
Re: Warp Gates: Do we want them?
They'll have to deal .
- thesleepless
- Posts: 417
- Joined: 24 Oct 2007, 04:49
Re: Warp Gates: Do we want them?
and it'd be cool if we could tell the pathfinder to use them, some kind of lua call
eg.
PathAdd(point1,point2,cost=somelownumber)
eg.
PathAdd(point1,point2,cost=somelownumber)
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2700
- Joined: 25 Aug 2004, 13:31
Re: Warp Gates: Do we want them?
I made some tunnel models for EoW that were supposed to be used as fast travel points (pretty much warp gates) but the project never got that far. I'd like to see this done, and it doesn't really need fancy effects.
Re: Warp Gates: Do we want them?
how my "teleporters" work:
-have rectangle areas on map
-each area can have another area as its "exit area"
-units instantly randomly respawn somewhere in exit area
-teleports can be set to only trigger if the unit travels in a certain direction
-pathfinder does not take teleport in consideratin in any way
-teleports/tunnel entries should be in places where units can not accidently walk into, (ie like the side paths on the pacman map)
-can be map or mod gadget
bob, if that is good enough for your idea i can help you with getting in on your map.
-have rectangle areas on map
-each area can have another area as its "exit area"
-units instantly randomly respawn somewhere in exit area
-teleports can be set to only trigger if the unit travels in a certain direction
-pathfinder does not take teleport in consideratin in any way
-teleports/tunnel entries should be in places where units can not accidently walk into, (ie like the side paths on the pacman map)
-can be map or mod gadget
bob, if that is good enough for your idea i can help you with getting in on your map.
Re: Warp Gates: Do we want them?
If a map works badly in a game it was not designed for, I don't see how that is the mappers problem ever.FLOZi wrote:Will mappers get butthurt when non OTA based games remove their warpgate units on gamestart?smoth wrote:it is your map, if your map has warpgates then it does.
have fun with resource conflicts for your cegs :\
Re: Warp Gates: Do we want them?
it will be mappers problem ever if their maps wont be played
Re: Warp Gates: Do we want them?
:D I put em into my new map as a gimmick, man is it fun.
I see a lot of potential here.
Also, speaking with beh i got the impression that it could be implemented modside too, which means you should be able to build warp gates in your mod should you choose to.
I see a lot of potential here.
Also, speaking with beh i got the impression that it could be implemented modside too, which means you should be able to build warp gates in your mod should you choose to.
Re: Warp Gates: Do we want them?
It's not problem for me at least if my maps aren't played with games they're not designed for. I want people to play maps that play well with the game they play, be the map made by me or whoever.
For the game dev it might be a problem if maps made for other games play like crap (be it because of unsuitable layout or the game shitting over map lua) if their game has too small pool of nicely playable maps, but it can be helped too by making new maps with that game in mind.
For the game dev it might be a problem if maps made for other games play like crap (be it because of unsuitable layout or the game shitting over map lua) if their game has too small pool of nicely playable maps, but it can be helped too by making new maps with that game in mind.
Re: WARP GATES: DO WE WANT THEM?
That is a lie.Gota wrote:TA used them on some maps...
Re: WARP GATES: DO WE WANT THEM?
zwzsg wrote:That is a lie.Gota wrote:TA used them on some maps...
actualy TA didnt had them in maps
but mods by users in the TA universe forum added them as buildings not as features if im not mistaken
so this is relatively new and inovating
Re: Warp Gates: Do we want them?
my warpgate gadget does not use units or features though. Not sure if mods can stop map gadgets from running.Will mappers get butthurt when non OTA based games remove their warpgate units on gamestart?
So should not have "resource conflicts for your cegs" either because no ceg effects are used (though would be easy to add) or what do you mean?
If the ceg effect was called "MapWarpgateTeleport", that should surely be safe from conflicts of whatever type?