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Widget Request: Check to see if terrain is passable BEFORE game.

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12 years ago
Ok, many players know that if you select a unit and press F2, the terrain will turn to green for passable and red for impassible. The problem is, you can't actually perform this check until AFTER you've built the lab and unit, so you might make a vehicle lab only to find the terrain is just a bit too steep for vehicles.

What if prior to game start there was a box that would display a list of labs? If you click a lab, it will automatically enter "F2 terrain-check mode" for the units in that lab, showing you what can pass. The widget could be set to display after com selection.

I know most of the maps at this point, but there are still a few that catch me off-guard from time to time. Either water is a bit too shallow for ships, a bit too deep for land units, or the ground is a bit too sloped for vehicles. With the amphibious unit upgrade in the near future, that will be one more ambiguous lab that may need help, since beaches are often extremely steep.

Any thoughts?
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12 years ago
Wanted to do this for years but we don't know how beyond spawning a bunch of fake units for each player to select.
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We could just change how the terrain checking is displayed. Maybe, we could have colors for different things, like green is all-passable, blue is vehicle difficult, red is vehicle impassible/bot difficult, yellow is spider/air, and purple is water too deep for most land units and deep enough for ships. That way, you can easily check what can pass over areas.
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12 years ago
No, we can't. Terrain check is all engine and we don't even know exactly how impassibility is defined.
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Skasi
12 years ago
Why not simply use kbot pathing? Green shows "passable by vehicles", orange means "passable by kbots", red means "gtfo".
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Ships? Hovers?
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Ships can suck it. Hovers share vehicle-path steepness, I believe.
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12 years ago
How many different depths does ships use anyway?
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12 years ago
>Hovers share vehicle-path steepness, I believe.

This is correct. Both have a max slope of 18. However, will this be crystal-clear to noobs? We already have enough features that are ambiguous and lacking in documentation. We don't need another.

>Ships can suck it.

This is a dangerous mindset. There are many maps that are JUST too shallow to allow ships, but you don't know until you try.

Seriously though, if someone is going to spend hours writing a widget that does this, let's spend a little extra time to make it perfect the first time instead of another 80% implemented feature.
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12 years ago
spawn 3 random vehicles/bots/ships.

then make a screenshot of the map overlay ( dunno if that is possible )

Get the ship map and replace red with a rgba(0,0,0,0) and green with rgba(0,0,255,1)

blue or rgba(255,0,255,1)

purple if the map has acid.
Vehicles : replace green with rgba(0,255,0,1) = green
Bots : replace green with rgba(255,255,0,1) = yellow
AT only : replace green with rgba(255,0,0,1) = red

no draw the partially transparent ship map over over the at-only map, the bot map the result, the vehicle map over the result.

Now you got a colored map where some water is colored for vehicles and bots.
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