Defineable map edge. - Page 2

Defineable map edge.

Requests for features in the spring code.

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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Defineable map edge.

Post by AF »

Please look at the supreme commander campaigns which use this extensively as a major feature.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Defineable map edge.

Post by Pxtl »

Want. The hard map edge is fugly. You just need to draw a line, same as many other surface-drawn lines in Spring (like the range lines) to show the edge. For extra graphical sexiness, alpha-out the landscape in that zone.

Now, for land units you can kinda do this with Void... but does void block construction? I know it doesn't block aircraft, which would lead to nasty aircraft tricks. And yeah, units can get knocked out there.

Imho, the worst part of this would be all the existing Lua out there that assumes that the whole map is playable - for normal stuff, it'd be fine - land/water units in the void spontaneously combust, block the user from giving any orders out there... lobbies would be a pain, since you'd need to have the lobby minimap and box-drawing fixate on the playable area instead of the whole map.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Defineable map edge.

Post by smoth »

or the mapper could make the border part of the map texture resolving much of the confusion. Also by having the engine set the border the lua would not count the rest of the map.
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: Defineable map edge.

Post by Sheekel »

we're all busy people, but any update on this? The hard map edge really sucks...
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Defineable map edge.

Post by smoth »

I think this request died when some one request jacked the thread. Don't hold your breathe.
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