Re: need heightmap for map with "grace period" walls
Posted: 05 Aug 2011, 00:39
agree it is something that could be a modoption.
would need more work then though, like multiple teams etc.
(originally i wanted startboxes=walls but after i lost that i made a simpler version)
This way it works for any game too, not just one.
Had two XTA testgames and players seemed to just "accept" the wall instead of trying to run units through it. So most of the time you do not notice anyway.
would need more work then though, like multiple teams etc.
(originally i wanted startboxes=walls but after i lost that i made a simpler version)
This way it works for any game too, not just one.
yes, it is not perfect.can't you remove the jitter by detecting if a unit would cross the force field next frame based on velocity?
Had two XTA testgames and players seemed to just "accept" the wall instead of trying to run units through it. So most of the time you do not notice anyway.