New feature: Gates
Re: New feature: Gates
this looks very interesting and should stop my usual tactic for defences which is to just carry on driving through untill I get to the players base.
- DarkCheetah
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Re: New feature: Gates
how do you use th egates in Beta 4? to i have to import them into the warzone.wz file.?
Re: New feature: Gates
Just copy the torheiten_05.wz file into mods/global directory of your WZ installation. Then execute Warzone with the command line option:DarkCheetah wrote:how do you use th egates in Beta 4? to i have to import them into the warzone.wz file.?
--mod torheiten_05.wz
Tiuz.
Re: New feature: Gates
Great work indeed.
But that would use some new texturizing, definetely.
(I'm willing to help out, if you send me the trexture files by e-mail)
[email protected]
But that would use some new texturizing, definetely.
(I'm willing to help out, if you send me the trexture files by e-mail)
[email protected]
Re: New feature: Gates
Post some images with the texture I've sent you!!!
- Phoenix666
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Re: New feature: Gates
But with Shortcuts you can't run 2 and more mode at the same time!I find editing Shortcuts easier
Re: New feature: Gates
This is a new version for 2.1 beta5 including improved textures created by Olrox!
Tiuz.
Tiuz.
- Attachments
-
- torheiten_06_21b5.wz
- Version for 2.1 beta5
- (1.23 MiB) Downloaded 394 times
Re: New feature: Gates
wow, kick ass.
Re: New feature: Gates
That's awesome.
Is it possible for you to create a 2-square gate? Because I always get my units to stuck and therefore, slow down, when I do 1-square "spaces" in my walls between hardpoints. You coud also just create a inverted model, so we could put one beside the other and then abra kadabra only should work. xD
Is it possible for you to create a 2-square gate? Because I always get my units to stuck and therefore, slow down, when I do 1-square "spaces" in my walls between hardpoints. You coud also just create a inverted model, so we could put one beside the other and then abra kadabra only should work. xD
- MetalBeast
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Re: New feature: Gates
I love the idea, and the gate itself looks great, but I don't really think that booth thing fits very well, wouldn't it be better to make the entire gate opening two tiles wide, kind of like the gates in C&C Tiberian Sun? But maybe that isn't possible to do in WZ.
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Re: New feature: Gates
Namely this mod adds a gate functionality to wz, but it is at all no solid solution. The gate barrier is set and removed by script functions and many resultings problems are fixed by work arrounds. Using this approach i think, there always will be some unsolved problems. The gate functionality should be a constituent part of the warzone code, but i can not do this.
However it is possible to make the pass of the gate two tile wide, but i think there are a couple of disadvantages:
- Beside the removable part(s) of the gate must be a fix component, so alltogether it has to be at least three tiles wide, better four, because of symmetry. Many bottle necks of wz maps are not wide enough for this. If it gets destroyed, there is a wide breach in your wall.
- The structure can not easily be updated with up to date weapons, so it had always to be replaced if its potentially integrated weapons get obsolet.
Tiuz.
However it is possible to make the pass of the gate two tile wide, but i think there are a couple of disadvantages:
- Beside the removable part(s) of the gate must be a fix component, so alltogether it has to be at least three tiles wide, better four, because of symmetry. Many bottle necks of wz maps are not wide enough for this. If it gets destroyed, there is a wide breach in your wall.
- The structure can not easily be updated with up to date weapons, so it had always to be replaced if its potentially integrated weapons get obsolet.
Tiuz.
Re: New feature: Gates
I can see if I can add some code support. Ideally gates would be built just like wall pieces - they are rotated automatically depending on neighbouring wall pieces. However, this means that we need a corner gate model, as well, for when it is built without any neighbours or when neighbours form a 90 degree angle on it. Not sure how that should be done.
Maybe one solution is to require that a gate has at least one wall piece as neighbour before you can build it. Then the code will know which way it should be rotated. And then not use any corner piece, if a gate or wall piece is added at a 90 degree angle, it stays the way it is.
Opinions?
Maybe one solution is to require that a gate has at least one wall piece as neighbour before you can build it. Then the code will know which way it should be rotated. And then not use any corner piece, if a gate or wall piece is added at a 90 degree angle, it stays the way it is.
Opinions?
Re: New feature: Gates
I think that's fine.Per wrote:I can see if I can add some code support. Ideally gates would be built just like wall pieces - they are rotated automatically depending on neighbouring wall pieces. However, this means that we need a corner gate model, as well, for when it is built without any neighbours or when neighbours form a 90 degree angle on it. Not sure how that should be done.
Maybe one solution is to require that a gate has at least one wall piece as neighbour before you can build it. Then the code will know which way it should be rotated. And then not use any corner piece, if a gate or wall piece is added at a 90 degree angle, it stays the way it is.
Opinions?
Isn't there a way not to allow players to put gates atop corners only? Like, you can put hardpoints over walls, but is there any way to forbid emplacement of gates over already formed corners? In this case, it should be intereseting that gates depended on walls but other structures won't consider it a wall piece itself, if you get what I mean.