Isn't it possible to make intangible features that units walk through? And make features with a ground-texture?rattle wrote:The problem is that it has to be rendered to the map texture. You know, clipping errors, even on completely flat ground, aren't nice. Second approach would be to model them but uh no. Unit's can't cross them then.
LUA driven peon harvesters!
Moderator: Moderators
- Mr.Frumious
- Posts: 139
- Joined: 06 Jul 2006, 17:47
- TechnoTone
- Posts: 165
- Joined: 23 Aug 2005, 22:02
It's not that difficult - I done a similar thing once with a different project of mine. In my environment food would auto spawn at random locations to maintain a minimum level (to prevent it dying out completely). In additional food could also reproduce at a nearby location. This way, food would gradually grow into larger, more densely populated fields as time went on.rattle wrote:I'd need regrowing resources though, or rather random spice blooms which appear every now and then and they explode into fields. That's a bit much probably.
I know it isn't exactly difficult (though I wouldn't know how to render somethign to the maptexture).
However, can you access the terrain definition for a location? You wouldn't want to spawn a tree on a piece of metal but on the ground. It would be nice if you could access the matrix the pathfinder uses, if it held ground information that is, specifically in ratios (i.e. X5, Y10 => metal=0.15, grass=0.85). So filtering out useless positions is kinda easy then as well as you don't have go through it pixel by pixel or what ever else method. So I'd basically filter out all which aren't 100% grass and have my array of locations where to spawn trees.
However, can you access the terrain definition for a location? You wouldn't want to spawn a tree on a piece of metal but on the ground. It would be nice if you could access the matrix the pathfinder uses, if it held ground information that is, specifically in ratios (i.e. X5, Y10 => metal=0.15, grass=0.85). So filtering out useless positions is kinda easy then as well as you don't have go through it pixel by pixel or what ever else method. So I'd basically filter out all which aren't 100% grass and have my array of locations where to spawn trees.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
yes, you can have non-blocking features (this can be done with units using the openyard yardmap + scripts). might get a bit humorous when you build something on top of it and end up with a harvester trying to harvest through the building.Mr.Frumious wrote:Isn't it possible to make intangible features that units walk through? And make features with a ground-texture?
Re: LUA driven peon harvesters!
I HEREBY DEMAND PROGRESS RELEASED.
Re: LUA driven peon harvesters!
2+ Years later?
This really isn't something difficult, man- it's easier than building a UI. I've already released most of the source you need to do this.
This really isn't something difficult, man- it's easier than building a UI. I've already released most of the source you need to do this.
Re: LUA driven peon harvesters!
You sound like a broken video of a mac advertisement.Argh wrote:2+ Years later?
This really isn't something difficult, man- it's easier than building a UI. I've already released most of the source you need to do this.
Re: LUA driven peon harvesters!
There's an Argh for that.Regret wrote:You sound like a broken video of a mac advertisement.Argh wrote:2+ Years later?
This really isn't something difficult, man- it's easier than building a UI. I've already released most of the source you need to do this.
Re: LUA driven peon harvesters!
Let's try another tack. I've tried explaining how to do this- it's very simple (well, I think so anyhow), the only hard part's the graphics side. Where are you getting stuck?
Re: LUA driven peon harvesters!
I'm not actually trying to make this, just someone in lobby asked for a similar thing so I bumped this in case the OP already made what the guy in lobby requested.Argh wrote:Let's try another tack. I've tried explaining how to do this- it's very simple (well, I think so anyhow), the only hard part's the graphics side. Where are you getting stuck?
Re: LUA driven peon harvesters!
The OP's been gone for over a year, and like most of his projects, the source was never released. If you want to see this, you need to write it.
Re: LUA driven peon harvesters!
Zpock is still my god. I believe that someday he will return. When he releases his lua, I will release mine, and then there will be a lua revolution!!!!!!
HEIL!!!!!
HEIL!!!!!