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Terrain types and map voiding

Posted: 18 Sep 2005, 11:06
by mufdvr222
Can terrain types be used to effectively void an area from ALL units, like you could do in ota mapping with the void tool ?
I know the max slope thing is supposed to stop units from climbing cliffs but its not really a replacement for voiding as these shots illustrate.

Posted: 18 Sep 2005, 11:34
by Warlord Zsinj
Yes, it effectively voids an area of ground, in that if you set all the values to the max damage (I forget what it was), units won't consider that area of terrain in their pathfinding.

However, I believe there are still issues that result from the fact that it is still effectively terrain, and not actually "void", so that when a misfiring weapon hits a section of terrain, there are splashes, etc. I'm not 100% sure on this one, so feel free to correct me.

EDIT: images fixed. That's a nice looking map, I love the mountain range.

Posted: 18 Sep 2005, 14:16
by mufdvr222
Yeah, I think that was water damage, the max meant the water was void but unfortunatly its only usefull for lava and acid type maps to exclude units from the water, hmmm you know it would be great if the terraintype bmp could include a value for void terrain.

Posted: 18 Sep 2005, 15:52
by GrOuNd_ZeRo
what if you set the multiplier to zero?

the map looks sweet! :)

Posted: 19 Sep 2005, 00:51
by PauloMorfeo
I think you can put high water damage into a terrain type as well as all units moving 0 on it to make it «void».

Posted: 19 Sep 2005, 04:32
by mufdvr222
I don`t know that a water damage tag will help,, that only applies where a unit interacts with water as far as I know, I need to stop units from climbing a cliff face, I have a heap of maps that will never see the light of day until we get the ability to void terrain properly, I have not tried the 0 multiplyer but I suspect units will just stop right there. I just don`t understand why its so hard to get voiding implemented,, yet everyone is running around worrying about the presise location of geos,, hmmm priorities seem to be getting a little too eye candy related, Map voiding is needed now.

Posted: 19 Sep 2005, 04:49
by mother
I don't know if it will work, but try creating a 1x1 blocking feature that isn't visible and then lay them down all over the are you want to make off-limits...

It's worth a shot at least.

Posted: 19 Sep 2005, 05:56
by [K.B.] Napalm Cobra
Finally a map that looks like it doesn't suck.

Posted: 19 Sep 2005, 09:09
by Warlord Zsinj
I always found the way some units could make it over the mountain range in Great Divide added, rather than subtracted, from the game. You could go vehicles and try and force your way through the centre, or try your luck going over the sides with kbots...

Posted: 19 Sep 2005, 11:52
by mufdvr222
Warlord Zsinj wrote:I always found the way some units could make it over the mountain range in Great Divide added, rather than subtracted, from the game. You could go vehicles and try and force your way through the centre, or try your luck going over the sides with kbots...
I agree.
With this map I am going on the assumption that most players prefered the "stay off the hills" rule, but it always made me laugh when watching a replay and finding out you lost that fusion to a morty that had crept up over the hills from the north and quietly chipped away at your base :shock:

Posted: 19 Sep 2005, 14:04
by jcnossen
the changelog in the current CVS shows a tag to set "void" instead of water.

Posted: 20 Sep 2005, 01:00
by mufdvr222
Well I added some water and voided it as a temporary fix.

Posted: 20 Sep 2005, 04:36
by PauloMorfeo
mufdvr222 wrote:Well I added some water and voided it as a temporary fix.
...
Have you tried typemaping it like this?
[TERRAINTYPE1]
{
name=Endless_Swamp;
hardness=80;
tankmovespeed=0;
kbotmovespeed=0;
hovermovespeed=0;
shipmovespeed=0;
}
Seems to work well enough on Azure.

Posted: 20 Sep 2005, 06:18
by [K.B.] Napalm Cobra
I hope you're going to add trees?

Posted: 20 Sep 2005, 06:52
by mufdvr222
PauloMorfeo wrote: Have you tried typemaping it like this?
[TERRAINTYPE1]
{
name=Endless_Swamp;
hardness=80;
tankmovespeed=0;
kbotmovespeed=0;
hovermovespeed=0;
shipmovespeed=0;
}
Seems to work well enough on Azure.
I have a typemap almost done and will be getting rid of the water if the typemap solves the problem.

Posted: 20 Sep 2005, 10:36
by zwzsg
The fact that endless swamps are shallow water and seperated from the rest by vertical cliff might help too on Azure Rampart.

Posted: 20 Sep 2005, 12:28
by mufdvr222
Adding a terrain type with 0 move speeds worked perfectly, :lol:
Thanks for the help everyone.

Posted: 20 Sep 2005, 14:27
by aGorm
Can i say that, If this map is as good as it looks like it will be, the rest of us should just give in and leave the map making to mufdvr222...

aGorm

Posted: 21 Sep 2005, 05:09
by FizWizz
aGorm wrote:Can i say that, If this map is as good as it looks like it will be, the rest of us should just give in and leave the map making to mufdvr222...

aGorm
No you may not speak for the rest of us, how dare you! But that doesn't stop us from agreeing with you :wink: .

Posted: 21 Sep 2005, 05:40
by [K.B.] Napalm Cobra
I wish he would hurry the hell up though.