New feature: Gates

Did you create a mod, map, music, or a tool? Present them here and earn feedback!
Note: addon requests do not belong here.
Note, everything uploaded to this forum, MUST have a license!
Per
Warzone 2100 Team Member
Warzone 2100 Team Member
Posts: 3780
Joined: 03 Aug 2006, 19:39

Re: New feature: Gates

Post by Per »

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.
User avatar
Zi-Chan
Trained
Trained
Posts: 180
Joined: 12 Aug 2008, 01:06

Re: New feature: Gates

Post by Zi-Chan »

Phoenix666 wrote:
I find editing Shortcuts easier
But with Shortcuts you can't run 2 and more mode at the same time!
Sure you can. Just add another "--mod blah.wz" and the Game loads both.
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
:ninja:
User avatar
Zarel
Elite
Elite
Posts: 5770
Joined: 03 Jan 2008, 23:35
Location: Minnesota, USA
Contact:

Re: New feature: Gates

Post by Zarel »

How's about just click-dragging to determine what direction the gate goes? That could also control how wide the gate is.
User avatar
Olrox
Art contributor
Posts: 1999
Joined: 03 Jul 2007, 19:10

Re: New feature: Gates

Post by Olrox »

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.
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:
Image
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):
Image
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:
Image
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?
Attachments
Untitled-2.JPG
Untitled-1.JPG
User avatar
DarkCheetah
Trained
Trained
Posts: 335
Joined: 30 Apr 2008, 19:44

Re: New feature: Gates

Post by DarkCheetah »

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
User avatar
Zarel
Elite
Elite
Posts: 5770
Joined: 03 Jan 2008, 23:35
Location: Minnesota, USA
Contact:

Re: New feature: Gates

Post by Zarel »

DarkCheetah wrote:how to close/open gates? just after being build
They open/close automatically - they're usually open, but they close when enemy units get near it.



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.
User avatar
Olrox
Art contributor
Posts: 1999
Joined: 03 Jul 2007, 19:10

Re: New feature: Gates

Post by Olrox »

Zarel wrote:
DarkCheetah wrote:how to close/open gates? just after being build
They open/close automatically - they're usually open, but they close when enemy units get near it.
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: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.
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?
Last edited by Olrox on 13 Oct 2008, 23:11, edited 1 time in total.
User avatar
Tiuz
Rookie
Rookie
Posts: 30
Joined: 06 Jul 2008, 00:17

Re: New feature: Gates

Post by Tiuz »

@ 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.
User avatar
Olrox
Art contributor
Posts: 1999
Joined: 03 Jul 2007, 19:10

Re: New feature: Gates

Post by Olrox »

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 O_o
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.
:D
User avatar
Tiuz
Rookie
Rookie
Posts: 30
Joined: 06 Jul 2008, 00:17

Re: New feature: Gates

Post by Tiuz »

@ 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.
User avatar
Olrox
Art contributor
Posts: 1999
Joined: 03 Jul 2007, 19:10

Re: New feature: Gates

Post by Olrox »

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.
Per
Warzone 2100 Team Member
Warzone 2100 Team Member
Posts: 3780
Joined: 03 Aug 2006, 19:39

Re: New feature: Gates

Post by Per »

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:
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.
User avatar
Olrox
Art contributor
Posts: 1999
Joined: 03 Jul 2007, 19:10

Re: New feature: Gates

Post by Olrox »

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.
User avatar
Slye_Fox
Trained
Trained
Posts: 89
Joined: 03 Jan 2007, 22:25
Location: London, UK
Contact:

Re: New feature: Gates

Post by Slye_Fox »

Where does this file go?
User avatar
DarkCheetah
Trained
Trained
Posts: 335
Joined: 30 Apr 2008, 19:44

Re: New feature: Gates

Post by DarkCheetah »

Slye_Fox wrote:Where does this file go?
Defualt: Warzone2100/mods/global/autoload (most recent for me , becuase autoload is quiet handy ^^ )
Post Reply