Typemaps

Typemaps

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SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Typemaps

Post by SpikedHelmet »

How do Typemaps work? I can't find any sort of description of it. I assume its similar to feature, ie it uses an RGB colour in succession for type0, type1, type2, etc...
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Typemaps use the red channel in the "typemap" .bmp file, red 0= type0, red 1= type1, red two = type2, and so on.

The corresponding info in the .smd looks like this

[TEAM9]
{
StartPosX=15920;
StartPosZ=580;
}
[TERRAINTYPE0] //which terrain type goes where on the map is determined by the typemap
{
name=Seabed; //human visible identifier of the terrain type
hardness=1.0; //multiplier of the global maphardness value (default value=1)
tankmovespeed=0.5; //multiplier of tank units speed after slope mods etc has been applied (default value=1)
kbotmovespeed=0.7; //multiplier of kbot units speed after slope mods etc has been applied (default value=1)
hovermovespeed=1.0; //multiplier of hover units speed after slope mods etc has been applied (default value=1)
shipmovespeed=1.0; //multiplier of ship units speed after slope mods etc has been applied (default value=1)
}
[TERRAINTYPE1] //which terrain type goes where on the map is determined by the typemap
{
name=Snow; //human visible identifier of the terrain type
hardness=1.0; //multiplier of the global maphardness value (default value=1)
tankmovespeed=0.6; //multiplier of tank units speed after slope mods etc has been applied (default value=1)
kbotmovespeed=0.8; //multiplier of kbot units speed after slope mods etc has been applied (default value=1)
hovermovespeed=1.0; //multiplier of hover units speed after slope mods etc has been applied (default value=1)
shipmovespeed=0; //multiplier of ship units speed after slope mods etc has been applied (default value=1)
}

}
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

Thanks!
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

How does it know what a KBOT is and what a TANK is (in lines like tankmovespeed)? My first thought is that it uses FBI "TEDClass", but then what about TEDClass=CONSTR? Does it use the Catagory tag?
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

i think it reads the movement class name.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

Seems it'll only actually count the unit if "tank" or "kbot" is at the beginning of the movement class name.. ie "tank1" will work, but "heavytank" won't... AND you can't fucking set new movement classes! "heavytankmovespeed" doesn't work, for instance. WHICH SUCKS.
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