Current Gates in-game & Its improvment
- Terminator
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Current Gates in-game & Its improvment
I don't usually use gates, but recently I have build base using gates. I Have made "entrance", covered all "holes" and I thought it would be cool defense. But when enemy has arrived these gates were not a defense but a useless interference that holds my units behind it & enemies from other side. The problem is that when I order my units to attack enemy they should come close so gates opens & enemy comes into base easily. & also opening speed is too slow, they should be faster if not instant. So overall impression isnt good.
I remember old days with wz v1.10 & Getes_mod_beta1 by Troman & Elric I guess that mod was perfect. With its gates controls & more futuristic idia of lasers "unit-clearance" that filters passing units & not being an obstacle for them. btw there is a source code of that mod for wz1.10. if it could be applied to current code it would be awesome, but taking care of current gates would be fine too.
I remember old days with wz v1.10 & Getes_mod_beta1 by Troman & Elric I guess that mod was perfect. With its gates controls & more futuristic idia of lasers "unit-clearance" that filters passing units & not being an obstacle for them. btw there is a source code of that mod for wz1.10. if it could be applied to current code it would be awesome, but taking care of current gates would be fine too.
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Re: Current Gates in-game & Its improvment
I seccond that!!
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System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
Re: Current Gates in-game & Its improvment
Gate opening speed should be faster, if not instantaneous. Instant-open gates are a tad unrealistic though.
Re: Current Gates in-game & Its improvment
I agree, half a second would be good, and a "lock" feature would be good. Also I'm not sure how it is now but I think it's best if they count as closed unless completely open
-insert deep philosophical statement here-
Re: Current Gates in-game & Its improvment
Aren't they?Jorzi wrote:I think it's best if they count as closed unless completely open
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Re: Current Gates in-game & Its improvment
Yes.
I've doubled the open speed now. Not sure how to make them open/not open more intelligently, though. It is rather hard, if not also messy UI-wise, to add a button to them.
I've doubled the open speed now. Not sure how to make them open/not open more intelligently, though. It is rather hard, if not also messy UI-wise, to add a button to them.
Re: Current Gates in-game & Its improvment
It might be simpler to hardcode that all friendly units can go through gates at any time, and enemy units can't, and the gate animation would be purely visual.
Would also make sync easier, since the state of the gate wouldn't need to be stored/transferred at all.
Would also make sync easier, since the state of the gate wouldn't need to be stored/transferred at all.
Re: Current Gates in-game & Its improvment
Perfect solution.Whenever I used the gates,there was a problem with pathfinding,if the gate is closed.I had to open it manually with moving a unit close to the gateZarel wrote:It might be simpler to hardcode that all friendly units can go through gates at any time, and enemy units can't, and the gate animation would be purely visual.
Re: Current Gates in-game & Its improvment
It was reported and even fixed some time ago, as far as i remember.Whenever I used the gates,there was a problem with pathfinding,if the gate is closed
I don't see how can this work in case there is one friendly unit and one enemy unit at the gate tile simultaneously.It might be simpler to hardcode that all friendly units can go through gates at any time, and enemy units can't, and the gate animation would be purely visual.
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Re: Current Gates in-game & Its improvment
In the code? The enemy unit considers the gate to be a wall, the friendly unit considers the gate to be an empty square. I believe this is how it's done in the pathfinding engine currently.NoQ wrote:I don't see how can this work in case there is one friendly unit and one enemy unit at the gate tile simultaneously.
In the fluff? The enemy unit can't go through the gate because the friendly unit is blocking it.
In the graphics? The wall is down, and the enemy unit can't go through because of the fluff explanation.
- Terminator
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Re: Current Gates in-game & Its improvment
good. Will see how those settings effects on gates in next master build.
Death is the only way out... sh*t Happens !
Russian-speaking Social network Group http://vk.com/warzone2100
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