Points of Interest
Posted: 23 Jan 2008, 23:06
Wow, we got a lot of stickies in here.
I'm not entirely certain if this should go here, could be under feature requests, could be under mapping, could be under lua, could be under development... makes most sense to me here.
I've seen this idea presented in different ways in different mod threads and I think it would be desirable to a number of current mods and mods in the works from what I hear.
The basic idea I present here could be expanded in a number of ways that I'm sure many of you will recognize and what I'm looking for right now if discussion. The implementation of this idea would require the co-operation of many disparate parties.
Also note I'm kinda out of it right now cause I'm sick
The Basic Idea:
LUA Scripts included in maps that present methods and set variables that are referenced by a mod's LUA.
"Points of Interest" is a term I think I've stolen from other RTS campaign editors... basically what I'm talking about is those glowing runes in warcraft II, galactic gates and rocks in TA, gas vents in starcraft, the fruit spot in pacman, the supply depots in C&C, the factories in advance wars, the resource beacons in Dawn or War, the artifacts in Age of empires etc... basically stuff on the map that players interact with in some way that didn't start in their posession.
In most RTS games these types of things are added to the map at the time of creation in the map editor and we currently have the ability to place trees, wrecks and geos into maps at creation time, and the ability to add pretty much anything else during the start script... the problem is that we have a lot of different kinds of mods to support with these maps and for a mapper this means ensuring that the map works with different mods... which limits both the mod designer (to take in to account the features that other mods use) and the mapper to include any special things that a mod needs... okay, brain derailed there.
Anyways, what I am thinking is that we have a LUA script that defines a number of "points of interest"... some kind of array of positions and types, and then modders and use these locations to place items on the map. so for example.
You have a Fantasy mod and it needs lots of mana crystals scattered around the map and a few gold mines at strategic points and then some Fortress in a locations away from the start points that generates the generate neutral mobs.
So the hard and stupid way to do this would be to make a LUA script in the mods that generates mana randomly anywhere that the metal density is about 1%, replace all the geos with gold mines, and generate a fortress randomly on a flat surface thats far enough from the players start positions that it won't interfere with them.
What I'm suggesting is that the map designer included a list of X, Co-ordinates of a number of different type... then the positions of the mana could be used to place tiberium in a C&C mod, the positions of the gold mines could be used for DoW style resource points... now the fortress positions might not ... man... I'm really goiing out of it... could someone explain what I'm thinking here... I know it makes sense.
I'm not entirely certain if this should go here, could be under feature requests, could be under mapping, could be under lua, could be under development... makes most sense to me here.
I've seen this idea presented in different ways in different mod threads and I think it would be desirable to a number of current mods and mods in the works from what I hear.
The basic idea I present here could be expanded in a number of ways that I'm sure many of you will recognize and what I'm looking for right now if discussion. The implementation of this idea would require the co-operation of many disparate parties.
Also note I'm kinda out of it right now cause I'm sick
The Basic Idea:
LUA Scripts included in maps that present methods and set variables that are referenced by a mod's LUA.
"Points of Interest" is a term I think I've stolen from other RTS campaign editors... basically what I'm talking about is those glowing runes in warcraft II, galactic gates and rocks in TA, gas vents in starcraft, the fruit spot in pacman, the supply depots in C&C, the factories in advance wars, the resource beacons in Dawn or War, the artifacts in Age of empires etc... basically stuff on the map that players interact with in some way that didn't start in their posession.
In most RTS games these types of things are added to the map at the time of creation in the map editor and we currently have the ability to place trees, wrecks and geos into maps at creation time, and the ability to add pretty much anything else during the start script... the problem is that we have a lot of different kinds of mods to support with these maps and for a mapper this means ensuring that the map works with different mods... which limits both the mod designer (to take in to account the features that other mods use) and the mapper to include any special things that a mod needs... okay, brain derailed there.
Anyways, what I am thinking is that we have a LUA script that defines a number of "points of interest"... some kind of array of positions and types, and then modders and use these locations to place items on the map. so for example.
You have a Fantasy mod and it needs lots of mana crystals scattered around the map and a few gold mines at strategic points and then some Fortress in a locations away from the start points that generates the generate neutral mobs.
So the hard and stupid way to do this would be to make a LUA script in the mods that generates mana randomly anywhere that the metal density is about 1%, replace all the geos with gold mines, and generate a fortress randomly on a flat surface thats far enough from the players start positions that it won't interfere with them.
What I'm suggesting is that the map designer included a list of X, Co-ordinates of a number of different type... then the positions of the mana could be used to place tiberium in a C&C mod, the positions of the gold mines could be used for DoW style resource points... now the fortress positions might not ... man... I'm really goiing out of it... could someone explain what I'm thinking here... I know it makes sense.