New feature: Gates
Re: New feature: Gates
No, sorry, I don't get what you mean. Remember that corners can be created after the gate is built, by adding more walls, on a 90 degree angle.
Re: New feature: Gates
Sure you can. Just add another "--mod blah.wz" and the Game loads both.Phoenix666 wrote:But with Shortcuts you can't run 2 and more mode at the same time!I find editing Shortcuts easier
Though it doesn't work, when you try to load Mods, which change the same Files, e.g. NTW-Mod together with a Faster Research-Mod (they both change the research.txt) - doesn't work, because the Game doesn't know, which File it should use and then it crashes.
For Example: Try loading Aivolution together with Grim's Graphics - this works, because Aivolution changes the AI-Files and Grim's Graphics just replaces some Graphics. One of my Shortcuts is:
"C:\Program Files\Warzone 2100 Beta 4\warzone2100.exe" --mod grim.wz --mod aivolution.wz
Re: New feature: Gates
How's about just click-dragging to determine what direction the gate goes? That could also control how wide the gate is.
Re: New feature: Gates
I just thought that it would look strange to put the gate (with the shack with windows on it) on a corner, because then the wall would lack continuity on that point:Per wrote:No, sorry, I don't get what you mean. Remember that corners can be created after the gate is built, by adding more walls, on a 90 degree angle.
The current model isn't adaptive, I mean, the shack won't change to a corner wall, and it actually doesn't work as a wall.
The current shack works as a regular base structure, and doesn't allow adjacent buildings other than walls and hardpoints. What I meant is that the piece of wall next to the shack should change into a corner wall (or a gap would appear):
I think that should be solved by having the actual gate shack to incorporate the attribute that other walls and hardpoints have to change adjacent straight walls into corner walls.
Don't know how the script files make that, cuz I never looked at them, though.
But, by saying not to treat the gate as a wall itself, I mean that it shouldn't be possible to place harpoints at the top of the gate shack, or the gate would vanish, and that could cause trouble.
Another solution would be to adapt the current gate shack into a hardpoint with a cabin over it, like that:

so it would be a corner already. Should only need to change the type of the building to defensive type, like hardpoints, so the walls would adapt to it normally.
how about that?
- DarkCheetah
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Re: New feature: Gates
i knew it! creating gates for a game that dusnt support it is hard ^^; i actualy used the mod to , but how to close/open gates? just after being build
Re: New feature: Gates
They open/close automatically - they're usually open, but they close when enemy units get near it.DarkCheetah wrote:how to close/open gates? just after being build
On another note: The gates might look a bit better if the yellow stripes were desaturated a bit. The screenshots seem to suggest they stand out a bit much.
Re: New feature: Gates
The gate itself (not the shack) looks like a "separate" building, which you could even deconstruct separately or attack separately. Some script gets it to appear when an enemy approaches. If event-driven animation is implemented, we could get even opening\closing animations.Zarel wrote:They open/close automatically - they're usually open, but they close when enemy units get near it.DarkCheetah wrote:how to close/open gates? just after being build
I've desaturated them, but why not to make them attract attention if the purpose of warning stripes is to warn some kind of danger?Zarel wrote:On another note: The gates might look a bit better if the yellow stripes were desaturated a bit. The screenshots seem to suggest they stand out a bit much.
Last edited by Olrox on 13 Oct 2008, 23:11, edited 1 time in total.
Re: New feature: Gates
@ Olrox:
It would be great, if you could design new gate components, that fits to vertical as well as horizontal wall parts (like a corner wall segment)
I tried to, but my tries looked always bad.
The proposal to build wall first, and than select a couple of wall parts to transform them into a gate, is very good. Unfortunaly i dont know how to handle this only with script functions, because there is no function to inquire any key board events, and one can not select more than one structures at the same time.
It would be great, if you could design new gate components, that fits to vertical as well as horizontal wall parts (like a corner wall segment)
I tried to, but my tries looked always bad.
The proposal to build wall first, and than select a couple of wall parts to transform them into a gate, is very good. Unfortunaly i dont know how to handle this only with script functions, because there is no function to inquire any key board events, and one can not select more than one structures at the same time.
Re: New feature: Gates
I'll do some gate elements for you then. Should the following be enough?:
I-Vertical cabin model
II-1tile gate
III-2tile gate
Which files are needed for you to put up the .wz? I've never done that, so I dunno
Need to learn that sometime, though
But, as everyone should have noticed, I'm on a laziness period (almost 2 days with no new structure models), so I think I need some rainy day, with no movie or girlfriend, and a BIG cup of coffee, then I'll do that.

I-Vertical cabin model
II-1tile gate
III-2tile gate
Which files are needed for you to put up the .wz? I've never done that, so I dunno
Need to learn that sometime, though
But, as everyone should have noticed, I'm on a laziness period (almost 2 days with no new structure models), so I think I need some rainy day, with no movie or girlfriend, and a BIG cup of coffee, then I'll do that.
Re: New feature: Gates
@ Olrox:
Yes, this would be great, but of course it is not urgent.
Later i will copy, rotate and shift the models, like the mod needs. The *.wz archive contains components as *.pie files, what is a special wz format, i think.
What format will you supply?
Tiuz.
Yes, this would be great, but of course it is not urgent.
Later i will copy, rotate and shift the models, like the mod needs. The *.wz archive contains components as *.pie files, what is a special wz format, i think.
What format will you supply?
Tiuz.
Re: New feature: Gates
I'll try to compile the 3ds to pie converter, then, I could supply you with pie models. If I can't, then it would be the .3ds itself.
Need to install & learn blender also, to get used to its mapping tools. Seems more simple to use as 3DSMax's UVW mapping tools. Then I could send you texture pages also.
Need to install & learn blender also, to get used to its mapping tools. Seems more simple to use as 3DSMax's UVW mapping tools. Then I could send you texture pages also.
Re: New feature: Gates
Ah. I guess I did not specify this, but if I add support for gates in the source code itself, there is no need for that "shack with windows on it"-thing besides the gate.Olrox wrote:I just thought that it would look strange to put the gate (with the shack with windows on it) on a corner, because then the wall would lack continuity on that point:
Re: New feature: Gates
Well, that could be very nice. Gates are the kind of thing everyone would use on multiplayer games, I think, and if the game actually supported it, they would work much better.
Re: New feature: Gates
Where does this file go?
- DarkCheetah
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Re: New feature: Gates
Defualt: Warzone2100/mods/global/autoload (most recent for me , becuase autoload is quiet handy ^^ )Slye_Fox wrote:Where does this file go?


