Question: Features

Question: Features

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Runecrafter
Posts: 148
Joined: 30 Oct 2005, 00:23

Question: Features

Post by Runecrafter »

1: Is there a way to make a feature explode apon death?

2: After a feature has been destroyed can it leave a corpse?

3: Is there a way to make a feature immune to damage?

4: Can a feature be made so that it can not be reclaimed?

5: is there a way to make a feature emit a light source?

6: Is there a limit to the features footprint size?
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Post by Gnomre »

1: Not in Spring (in OTA you could use animated gafs, in Spring you can't. Features need scripts)

2: featuredead=corpse_to_turn_into; <-- this is how "full" corpses turn into the little piles of rubble after so much damage. Otherwise they just disappear.

3 & 4: http://taspring.clan-sy.com/changelog.txt

5: No.. Well, not real light, but I'm not sure what exactly self-illumination on an s3o texture can do.

6: Doubt it, but they will get LOD'ed badly at a distance IIRC.

Also, just for added reference, don't forget that all features (trees, corpses, anything) can only have *one* piece in their 3d file, be it 3do or s3o. The engine simply ignores child pieces on these models.
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Runecrafter
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Post by Runecrafter »

How do you go about making a feature immune to damage?

4: Can a feature be made so that it can not be reclaimed?
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

-Support for upright, flammable and indestructible feature tags

Pretty easy... flammable=0 indestructible=1...

As for the reclaim thing, I thought they had put a tag in for that at the same time... aGorm, what's the dealio with that?
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Das Bruce
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Post by Das Bruce »

If flammable=1 AND indestructible=1 will it burn forever?
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Runecrafter
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Joined: 30 Oct 2005, 00:23

Post by Runecrafter »

It would help me greatly if someone could answer this question for me.

4: Can a feature be made so that it can not be reclaimed?

And if so how do I go about making it so?
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aGorm
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Joined: 12 Jan 2005, 10:25

Post by aGorm »

You dare wake aGorm from his slumber..?

Code: Select all

[tree1]
	{
	world=All Worlds;
	description=Large Tree;
	category=arm_corpses;
	object=tree1.s3o;
	footprintx=16;
	footprintz=16;
	height=600;
	blocking=0;
	hitdensity=0;
	metal=0;
	damage=500;
	flammable=0; 
	featurereclamate=smudge01;
	seqnamereclamate=tree1reclamate;
	indestructible=1;
	upright=1;
	}
Anyway, thast teh tags in my big trees, that are not reclamable and are indestuctabe. Now... I go back to sleep. :-)

(In other words, in answer to four, just give it 0 metal, ior atleast im assuming tahst whats made it non-reclamable... it might be mixed with the indestructible tag, its so long since i wrote that and made it work i cant remember what i did.)
aGorm
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Runecrafter
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Post by Runecrafter »

Thank you
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aGorm
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Joined: 12 Jan 2005, 10:25

Post by aGorm »

No problem... In this stage of map imbo im in its the least I can do...

aGorm
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Runecrafter
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Joined: 30 Oct 2005, 00:23

Post by Runecrafter »

:evil: ok I must admit this is a bit frustraiting.

I need a feature that can not be reclaimed but can be destroyed.
from what I see Spring can not do this at this time. The reclaimable tag does not seem to work, though the act of making it indestructible does prevent units from reclaiming it. If anyone els knows of a way to make a feature that can be destroyed, but cannot be reclaimed, I would be very greatful for that information.
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aGorm
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Joined: 12 Jan 2005, 10:25

Post by aGorm »

I guess its not possible right now then... *clears throte* Zaphod!...

Just go nag him and it will eventully be added I'm sure.

aGorm
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Runecrafter
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Post by Runecrafter »

:twisted:
Andreask
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Joined: 16 Dec 2005, 21:08

Post by Andreask »

btw: would it be possible to create low-poly towns from features?

So your tanks could go and devastate civilian buildings!
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Yes.

The problem is making low-poly towns.
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Das Bruce
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Post by Das Bruce »

How hard could it be?
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Runecrafter
Posts: 148
Joined: 30 Oct 2005, 00:23

Post by Runecrafter »

At this time it is not really possible to do that sadly. If you tried you would run into a few probs.

Problem 1: Tall features only seem to show up if there foot print in within your screen.

Problem 2: If you tried to move a construction unit into the area where the features are, you would have difficulty trying to move the unit around without the construction unit trying to reclaim the features.

Problem 3: Large units would run into the features and not move around them (thinking that the feature would move out of its way).

Problem 4: At this time there is no way to make a feature nonreclaimable without making it indestructible.

Problem 5: there is no way to make a feature explode at this time, you could kill a feature but sadly no BOOM BOOM! :cry:
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

if u hav putten this up the bugtracker, there's notting more you can do but wait.. or fix the code yourself :D
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

I thought I added a tag that made features be drawn always regardless of distance, ro at least zaphod rewrote what I'd done.......

Eitherway badger someone on the team for the tag to be re-implemented properly........
Or you could give the unit a huge footprint the size fo the map almost, then make it nonblockign and non reclaimable/destructable, then fill its interior with land, that'd get it shown everywhere on the map, btu ti might ahve a few effects I havent anticipated.
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PauloMorfeo
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Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Dragon45 wrote:...
The problem is making low-poly towns.
How come? The problem is getting them proper textures. A building block is basicaly just a cube...
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