arn34
Jul 31 2009, 03:49 PM
Hi,
I've started making a map, but one or two things disturb me at the moment : units can walk under the seas or on vertical cliffs without pain.
I guess that for sea, you'll implement at some point of the project a "limit" the unit won't be able to cross, but what about cliffs (by cliff I mean almost vertical parts of the map, when you "pull" a piece of map at its max height) ?
Actually, I am interested in this feature just because it would be great for example to have a piece of map just accessible by a unique waypoint, a kind of natural fortress surrounded by unclimbable rocks. Or things of this kind.
So, did you plan to make units unable to walk on a slope harder than, let's say, 60°, or is it not a whished feature ?
feneur
Jul 31 2009, 07:26 PM
It can get a bit funny at the moment yeah, but both limits when it comes to terrain and a max slope is planned. So yeah, what you are thinking about will be possible. If nothing else one can always use impassible/nondestructable objects (like the rocks in AoK). I'm not 100% sure if we've got any at the moment though, indestructible I think we have with the grass and stuff, but impassible I'm not as sure about.
arn34
Jul 31 2009, 08:27 PM
Well, for the moment it seems that you can walk on or through everything (I tryed with large desert rock and the unit went through, then climbed the vertical cliff).
Anyway, if you tell me this will be implemented, that's fine and it fits me. I'll polish the details of the map till the game engine can handle terrain limits, no problem.
DerWer
Jul 28 2010, 03:23 PM
I assume that walls will be made impassable by the time the beta arrives. Correct?
Ykkrosh
Jul 28 2010, 03:32 PM
I would expect so, since that would make them slightly less useless

. (We'll probably need some new system for constructing walls - you won't just place each segment individually - so it'll take a bit of effort to get it all working properly. Currently the wall meshes seem to be centered around one of their ends, so we can't easily make them block movement properly with the current engine code (which assumes meshes are symmetric around their centers).)
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