Lava and Two Hills
Moderator: Moderators
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Yeah nothing can go over lava except planes. Units would just not go there. Instead of walk there like acid and slowly die.
Another thing is, If a hover would move over lave, the skirt would actually start to burn(because it touches the lava, like on the ground or on water), slowly lowering the hover until the actual hover would touch the lave after which it would burn to death obviously.
So maybe it's not so logical to have hovers move over lava...
Another thing is, If a hover would move over lave, the skirt would actually start to burn(because it touches the lava, like on the ground or on water), slowly lowering the hover until the actual hover would touch the lave after which it would burn to death obviously.
So maybe it's not so logical to have hovers move over lava...
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Lower the camera; TA hover's don't touch the ground.
I agree with zw, have two default values. A value for crossable by nothing except hovers, and a value crossable by nothing.
For example, consider this map. Allowing hovercraft to cross would definitely make it very interesting. On a map like Lava Highground, it might not be the case. (I think it'd make it interesting, but I can see the argument against it)...
I agree with zw, have two default values. A value for crossable by nothing except hovers, and a value crossable by nothing.
For example, consider this map. Allowing hovercraft to cross would definitely make it very interesting. On a map like Lava Highground, it might not be the case. (I think it'd make it interesting, but I can see the argument against it)...
I am uploading a new version of this map tomorrow with the new water damage tag added, set to 10000,, along with a new metal map that gives the correct metal output per deposit, "within 0.1 of what it is in OTA TA" actually all but three metal patches on each side have exactly the right amount of metal yield and the terrain itself will give 0.2 metal as is the case with the original TA version.
Just a side note, to actually have that tag used you have to be using a freshly compiled version.
http://www.epicedit.com/spring.zip
Any time I update the source and there are official changes, I recompile and re-zip the file. So it's always going to be the newest build.
-Buggi
http://www.epicedit.com/spring.zip
Any time I update the source and there are official changes, I recompile and re-zip the file. So it's always going to be the newest build.
-Buggi