Terrain types and map voiding
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Terrain types and map voiding
Can terrain types be used to effectively void an area from ALL units, like you could do in ota mapping with the void tool ?
I know the max slope thing is supposed to stop units from climbing cliffs but its not really a replacement for voiding as these shots illustrate.
I know the max slope thing is supposed to stop units from climbing cliffs but its not really a replacement for voiding as these shots illustrate.
Last edited by mufdvr222 on 24 Sep 2005, 08:01, edited 1 time in total.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Yes, it effectively voids an area of ground, in that if you set all the values to the max damage (I forget what it was), units won't consider that area of terrain in their pathfinding.
However, I believe there are still issues that result from the fact that it is still effectively terrain, and not actually "void", so that when a misfiring weapon hits a section of terrain, there are splashes, etc. I'm not 100% sure on this one, so feel free to correct me.
EDIT: images fixed. That's a nice looking map, I love the mountain range.
However, I believe there are still issues that result from the fact that it is still effectively terrain, and not actually "void", so that when a misfiring weapon hits a section of terrain, there are splashes, etc. I'm not 100% sure on this one, so feel free to correct me.
EDIT: images fixed. That's a nice looking map, I love the mountain range.
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
I don`t know that a water damage tag will help,, that only applies where a unit interacts with water as far as I know, I need to stop units from climbing a cliff face, I have a heap of maps that will never see the light of day until we get the ability to void terrain properly, I have not tried the 0 multiplyer but I suspect units will just stop right there. I just don`t understand why its so hard to get voiding implemented,, yet everyone is running around worrying about the presise location of geos,, hmmm priorities seem to be getting a little too eye candy related, Map voiding is needed now.
- [K.B.] Napalm Cobra
- Posts: 1222
- Joined: 16 Aug 2004, 06:15
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
I agree.Warlord Zsinj wrote:I always found the way some units could make it over the mountain range in Great Divide added, rather than subtracted, from the game. You could go vehicles and try and force your way through the centre, or try your luck going over the sides with kbots...
With this map I am going on the assumption that most players prefered the "stay off the hills" rule, but it always made me laugh when watching a replay and finding out you lost that fusion to a morty that had crept up over the hills from the north and quietly chipped away at your base

- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
I have a typemap almost done and will be getting rid of the water if the typemap solves the problem.PauloMorfeo wrote: Have you tried typemaping it like this?Seems to work well enough on Azure.[TERRAINTYPE1]
{
name=Endless_Swamp;
hardness=80;
tankmovespeed=0;
kbotmovespeed=0;
hovermovespeed=0;
shipmovespeed=0;
}
- [K.B.] Napalm Cobra
- Posts: 1222
- Joined: 16 Aug 2004, 06:15