A new movedefs setting "passthroughstrength" which allows units to pass through but not crush wrecks of that strength and lower, like crushstrength but without the crush.
This would be used for hovercraft and other hovering land units so that they can pass over wrecks.
Pass through wrecks.
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Re: Pass through wrecks.
This would cause a problem with trees, which are high but have less (crush-)strength, so you don't want hovers passing through them.
So it would either need a whole new system (perhaps categories), or a "hoverheight" which is checked against the feature's/unit's modelheight.
So it would either need a whole new system (perhaps categories), or a "hoverheight" which is checked against the feature's/unit's modelheight.
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Re: Pass through wrecks.
Instead of auto-detection for hoverheight how about a new wreck tag "hoverblocking". Or if some people want to make games with multiple different hover heights how about a bit array in movetypes and wreckdefs that check whether any given movetype can pass over any given wreck. Much like the current shield vs weapon blocking array.
- thesleepless
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Re: Pass through wrecks.
i'd much prefer a hoverheight and wreckheight setup, also bots should be able to climb over low wrecks
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Re: Pass through wrecks.
As long as wreckheight can be set in wreckdefs. Auto-detection would be easier for a game dev but would take away control. Calculating wreck height from the model would make normalising what can and can't be passed over by certain things too hard for game devs to manage. When it comes to engine features such as this I think controllability and options should be more important than how easy it is for the game dev.thesleepless wrote:i'd much prefer a hoverheight and wreckheight setup