XTA has the shittiest hovers in the universe. Does not count.det wrote:Hovers on my geyser?
It's more likely than you think
http://files.caspring.org/misc/lol.sdf
Mod: XTA 9.6
Allow modders to disable typemaps
Moderator: Moderators
Re: Allow modders to disable typemaps
Re: Allow modders to disable typemaps
Even 1.1 tank bonus on DSD can be pretty annoying and the hover bonus on geyser is just crazy.
Maps screw balance in many cases. Mappers should not dictate balance for mods they never even tried. Let them define specific "areas" but actual bonus value for those areas should be in the mod control.
I'm now even seriously considering overriding metal map, because I need fewer but more powerful mex spots and I dont want to force every player to redownload whole map.
Maps screw balance in many cases. Mappers should not dictate balance for mods they never even tried. Let them define specific "areas" but actual bonus value for those areas should be in the mod control.
I'm now even seriously considering overriding metal map, because I need fewer but more powerful mex spots and I dont want to force every player to redownload whole map.
Re: Allow modders to disable typemaps
Can we do that via Lua atm?I'm now even seriously considering overriding metal map, because I need fewer but more powerful mex spots and I dont want to force every player to redownload whole map.
Re: Allow modders to disable typemaps
Typemaps define the speed bonus for units on certain areas of the map, correct?
IMO, the mod should be able to enable/disable the entire system(on a per map basis?), so that it can choose whether or not it will use it. The host of a game should then have an option where it will either allow the mod to choose, or force the mod to use it, or disable it completely.
Ultimately, the players will get to choose, but the mod will have the ability to blacklist/whitelist certain maps this way.
IMO, the mod should be able to enable/disable the entire system(on a per map basis?), so that it can choose whether or not it will use it. The host of a game should then have an option where it will either allow the mod to choose, or force the mod to use it, or disable it completely.
Ultimately, the players will get to choose, but the mod will have the ability to blacklist/whitelist certain maps this way.
Re: Allow modders to disable typemaps
How about overriding heightmap
Re: Allow modders to disable typemaps
Why?JohannesH wrote:How about overriding heightmap
Re: Allow modders to disable typemaps
Car, I thought better of you than putting false words in someone else's mouth. Where did I say it's not bad for a map to screw up mod balance? I just said that there are typemaps that don't.CarRepairer wrote:Because it's bad if a mod screws up map balance but not if a map screws up mod balance.lurker wrote:others will go out and disable typemaps EVERYWHERE and screw up legitimate map balance.
Re: Allow modders to disable typemaps
Already possible unless map is NotDeformableJohannesH wrote:How about overriding heightmap
Re: Allow modders to disable typemaps
They already can:IMO, the mod should be able to enable/disable the entire system(on a per map basis?), so that it can choose whether or not it will use it.
Code: Select all
for xPos = startX,finishX do
for zPos = startZ,finishZ do
Spring.SetMapSquareTerrainType(xPos,zPos,1)
end
end
Spring.SetTerrainTypeData(1,2.0,1.0,1.0,1.0)
You can apply this over a whole map at game-start, and fix a map however you please, or just read the values and if >< some value for a given moveType, fix it. Or you could get the slope, or whether it's in water, or...
IOW, this is already possible, it's not a big deal to code, and if I could change metal values, I'd just fix every map to play perfectly with P.U.R.E. from the start.
Re: Allow modders to disable typemaps
Come now Argh, I bet a clever, good-looking guy like you could figure a way.
Something like, check for the total amount of metal ouptut on the whole map, divide by the size of the map, multiply by some magic value that makes things PUREish... gotta be possible. Maybe mix in some magic from that auto mex placer widget to determine roughly the way the metal is laid out... and then literally, profit!
Something like, check for the total amount of metal ouptut on the whole map, divide by the size of the map, multiply by some magic value that makes things PUREish... gotta be possible. Maybe mix in some magic from that auto mex placer widget to determine roughly the way the metal is laid out... and then literally, profit!
Re: Allow modders to disable typemaps
What is 10000000 X 0? There are ways to fake it with Lua, mind you.divide by the size of the map, multiply by some magic value that makes things PUREish... gotta be possible
Re: Allow modders to disable typemaps
I wasn't aware we could do that already. It's not in the wiki, not in the changelog. But it's good to know that my gadget to ovveride maps could also ovveride typemaps.Argh wrote:Spring.SetMapSquareTerrainType(xPos,zPos,1)
Spring.SetTerrainTypeData(1,2.0,1.0,1.0,1.0)
Re: Allow modders to disable typemaps
it's new in 81zwzsg wrote:I wasn't aware we could do that already. It's not in the wiki, not in the changelog. But it's good to know that my gadget to ovveride maps could also ovveride typemaps.Argh wrote:Spring.SetMapSquareTerrainType(xPos,zPos,1)
Spring.SetTerrainTypeData(1,2.0,1.0,1.0,1.0)
Re: Allow modders to disable typemaps
Oh thats cool then.
Re: Allow modders to disable typemaps
Fine, you can override heightmaps, tailor the Texture, hit Typos into the Typemap, somebody please remind me what we mappers, lowest of all beeings are good for?
Re: Allow modders to disable typemaps
We get the honor, no the priviledge to get our maps played on such wonderful mods that respect our creative and gameplay decisions.
Re: Allow modders to disable typemaps
Google for "Spring.SetMapSquareTerrainType" reveals this thread and only this thread.zwzsg wrote:I wasn't aware we could do that already. It's not in the wiki, not in the changelog. But it's good to know that my gadget to ovveride maps could also ovveride typemaps.Argh wrote:Spring.SetMapSquareTerrainType(xPos,zPos,1)
Spring.SetTerrainTypeData(1,2.0,1.0,1.0,1.0)
How the hell did you even find this, Argh?
Re: Allow modders to disable typemaps
I keep up with Git 

Re: Allow modders to disable typemaps
... and so the civilwar mappers against moders started. It did not end, until the mapperfaction builtet a doomsdaydevice called the randomModGenerator.
Re: Allow modders to disable typemaps
...which is actually possible, albeit with the same caveats as random map generators 
