sorry for the poor naming, however.
in alot of maps, i make everything and all the way up to testing, then i realise, ive made the slopes too steep for unit "xx" to get up/down a slope.
since map accessability is calculated on opening the map for the first time with mod "xy"
would it be possible to incorperate something in the smd file that makes slopes more or less traversible.
technicalities:
at the moment (i dont know but i assume) that each unit has a max gradient it can go up, what needs to be done is that this number could be multiplied by the number in the .smd file...
if the number is not specified it should default to 1, that way maps would play exactly as they do now. however if the slopes on my map are too steep then i could set it to 1.2, and thus my commander can climb over hill or into a lake to build a shipyard.
please vote and comment to hear your opinion.
thanks for reading
D.R
map accessability multiplyer
Moderator: Moderators
Re: map accessability multiplyer
With mapconv, there are two parameters, the max heigh and the min height. If you realise your slope are too steep, just change them and run mapconv again. It's super easy!
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- Posts: 264
- Joined: 03 Sep 2005, 04:28
yeah i know, however its not full control,
if you have water in your map, your limited to how much you can change it, and in my newest map, ive made it as flat as possible to make it play right.
can someone tell me, is speed associated with map accessability,
so could i make a typemap that covers the steep slopes?
D.R
if you have water in your map, your limited to how much you can change it, and in my newest map, ive made it as flat as possible to make it play right.
can someone tell me, is speed associated with map accessability,
so could i make a typemap that covers the steep slopes?
D.R
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
You're better off just getting more familiar with heights and water depths as well as gradients and how they affect terrain. Don't forget to use the -l lowpass option in the compiler, that can be really important.
BTW no, afaik, there is no way to have anything in the smd affect the actual terrain save for a typemap.
BTW no, afaik, there is no way to have anything in the smd affect the actual terrain save for a typemap.