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New very old request - yardmaps

Posted: 30 May 2007, 19:56
by VonGratz
Please,can someone correct it if not still fixed?

Zwzsg wrote in Mon Oct 24, 2005....
Actually, SJ told me that know, the yardmap open and close, but that the opening and closing is hard coded to happen only when a factory is building. Instead of being soft scripted like it was in TA. And so non-factory buildings can't close and open. (And the always free y is apparently just lacking)

So, we still need to:
- Have the script command "set YARD_OPEN to TRUE;" turn the c into passable.
(And the O into impassable, unless there are units on O spot*).
- Have the script command "set YARD_OPEN to FALSE;" turn the c into impassable, unless there are units on c spots.
(And turn the O into passable*).
- Have the script command "get YARD_OPEN;" return the state of the yardmap (use in many scripts to check if a "set YARD_OPEN to FALSE;" was actually succesfully performed or if there were units blocking it)
- Have the hard coding of closing/opening of yardmap be removed and let the factory scripts handle the job.
For while I think my defense complex bases cannot work :?
VonGratzImage

Posted: 30 May 2007, 21:00
by AF
No need, trepans lua extensions have the ability to manipulate the blocking map in the way zwzsg wanted.

Albeit it should be done anyway for backwards compatability.

Posted: 30 May 2007, 21:44
by trepan
That's odd, I don't remember coding that feature. I have
added unit level block/unblocking, but didn't add anything
for yardmaps.

Posted: 31 May 2007, 00:51
by AF
aka level blocking unblocking.

Posted: 31 May 2007, 00:54
by trepan
Not big on details?
trepans lua extensions have the ability to manipulate the blocking map in the way zwzsg wanted
No, they don't. They can block and unblock units, but not manipulate the
yardmaps. Maybe you don't understand the yardmap concept. It exists so
that unit blocking isn't limited to ON/OFF states. It allows for units (factories),
to block specific areas in patterns, with conditions as to when and which
segments are blocked.

You might be able to simulate yardmap control with unit swapping, but
that's ugly and expensive. Adding a couple of yardmap control call-outs
would be the better approach.

Posted: 31 May 2007, 23:30
by VonGratz
trepan wrote: Adding a couple of yardmap control call-outs
would be the better approach.
Is it an YES???
VonGratz :wink:

Posted: 18 Jun 2007, 05:36
by Caydr
Can't you just pretend like it's a factory in the script and have it open those areas when activated?

I heard there was a bug to do with that, where you could build structures inside the "opened" area, but I think that's long since fixed.

Posted: 18 Jun 2007, 06:36
by Peet
Caydr wrote:Can't you just pretend like it's a factory in the script and have it open those areas when activated?
Yes.
but I think that's long since fixed.
No.

Posted: 18 Jun 2007, 08:53
by VonGratz
Oficial answer :lol: :lol: :lol:
Its the same as above for while, but.....Noruas is testing another way :wink:
VonGratz :wink:

Posted: 18 Jun 2007, 09:00
by zwzsg
Caydr wrote:Can't you just pretend like it's a factory in the script and have it open those areas when activated?
Not when activated, but when set YARD_OPEN to TRUE;

Posted: 18 Jun 2007, 17:47
by VonGratz
zwzsg wrote:Not when activated, but when set YARD_OPEN to TRUE;
Salut!
Thanks for the detail.It will be important to avoid mistakes.
I still dont studied it in deep, because Im waiting for one of the solutions.
Noruas script :http://cs.selu.edu/~ssmith/BB/viewtopic.php?t=1413, or a change in SPRING next edition to emule TA yard behavior codes, as we and a lot of others are waiting.
Les meilleurs,
VonGratz :wink

Posted: 18 Jun 2007, 18:12
by KDR_11k
zwzsg wrote:
Caydr wrote:Can't you just pretend like it's a factory in the script and have it open those areas when activated?
Not when activated, but when set YARD_OPEN to TRUE;
Spring doesn't use that AFAIK and I think bringing it back now may break some mods that got used to Spring's quirks.