Been messing around with trying to get some sort of multi-plane environment going.
In theory it works, regions are used for collision, so pathing works.
Points are used for a kind of pseudo height map on the upper plane(linear interpolation between points), though i don't expect it to work on non-planar surfaces.
The major issue is unit collision, as there is no way to change collision flags on a unit. Was thinking duplicate the catalog entry at runtime and modify that then create a replacement unit but seems even that is impossible, can only edit the actual entry so all units of that type would be affected by the change. So even that wont work.
So if anyone has any suggestions on how to deal with the collision?
im trying to find something or think of something to do what youre sying. no luck yet. the behavior modification field had a 'plane' and 'ground' value under the 'movement' tab. it didnt seem to effect what youre talking about though, is that map just a small demo? if so mind posting it so i can see how youre doing it exactly?
@kozm0naut: One region encompasses the area that should be evaluated as multi-plane. When a unit enters this region it’s cliff level is checked and either. a) Nothing happends if it’s on the lower plane. b) The unit is on the upper plane and ignores terrain height (SetUnitState), and receives a new height from the point set.
Each cliff level has a region that defines the collision, touching this region is considered a collision and the unit is denied movement. This is the same behavior as the normal collision has, the path finding does try to take the shortest path however, and in this case takes the wrong choice the unit is closer to the bridge than the ramp.
@ezbeats:
Those just define which planes a unit can be attacked on (Gravity Beam works by changing this to Air).
I’ll post the map later, already trying a different approach.
@kozm0naut: Go
i was just checking here too.... haha. i always love to see peoples systems of things like this. its some of the most fun of programming at times.
bump again, I'm pretty sure I understand how this works but I'm having trouble getting started. Honestly, I don't even know how to get the marine on the bridge (but I think it involves forcing his cliff level while pathing over the cliff under the bridge?)
Next: Add pathing on top of units.
Like allow units to stand on vehicles and can be able to move.
The issue though is to maintain control on the unit so...
Maybe have the "large" cargo ship be controlled by clicking on the cockpit? This means there can be "doodads" attached to the back of it that forms the cargo hold for units to stand on...
I want a huge carrier unit that can carry actual interceptors units within it! XD
Next: Add pathing on top of units. Like allow units to stand on vehicles and can be able to move.
The issue though is to maintain control on the unit so...
Maybe have the "large" cargo ship be controlled by clicking on the cockpit? This means there can be "doodads" attached to the back of it that forms the cargo hold for units to stand on...
I want a huge carrier unit that can carry actual interceptors units within it! XD
That would be awesome. If you had that logic working, you could probably expand on it so you could have entire map elements that move (ie think floating islands that rotate around the map).
I haven't played with any scripting yet because I like to make melee maps and I was wondering if you think I can leave out the multi-plane to get a similar bridge effect that is still melee compliant? What I mean is, I don't care about pathing underneath; is it scripting or a region property that keeps the marine on the bridge from "falling down" to the cliff level below?
If it's just a region, maybe there are all kinds of cool "bridges" we can make in melee maps, too! Either way, I think a lot of RPG mappers are drooling over a way to increase the complexity of their spaces with multi-plane environments.
I haven't bothered to download your map yet so I can't tell you where mine is better/worse than yours. I want to assume yours is better cause I'm a newb lol =)
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Been messing around with trying to get some sort of multi-plane environment going.
In theory it works, regions are used for collision, so pathing works. Points are used for a kind of pseudo height map on the upper plane(linear interpolation between points), though i don't expect it to work on non-planar surfaces.
The major issue is unit collision, as there is no way to change collision flags on a unit. Was thinking duplicate the catalog entry at runtime and modify that then create a replacement unit but seems even that is impossible, can only edit the actual entry so all units of that type would be affected by the change. So even that wont work.
So if anyone has any suggestions on how to deal with the collision?
@caspersc: Go
can you explain in more detail how you did this? looks great
@caspersc: Go
im trying to find something or think of something to do what youre sying. no luck yet. the behavior modification field had a 'plane' and 'ground' value under the 'movement' tab. it didnt seem to effect what youre talking about though, is that map just a small demo? if so mind posting it so i can see how youre doing it exactly?
@kozm0naut:
One region encompasses the area that should be evaluated as multi-plane.
When a unit enters this region it’s cliff level is checked and either.
a) Nothing happends if it’s on the lower plane.
b) The unit is on the upper plane and ignores terrain height (SetUnitState), and receives a new height from the point set.
Each cliff level has a region that defines the collision, touching this region is considered a collision and the unit is denied movement.
This is the same behavior as the normal collision has, the path finding does try to take the shortest path however, and in this case takes the wrong choice the unit is closer to the bridge than the ramp.
@ezbeats:
Those just define which planes a unit can be attacked on (Gravity Beam works by changing this to Air).
I’ll post the map later, already trying a different approach.
buump for example
@kozm0naut: Go i was just checking here too.... haha. i always love to see peoples systems of things like this. its some of the most fun of programming at times.
bump again, I'm pretty sure I understand how this works but I'm having trouble getting started. Honestly, I don't even know how to get the marine on the bridge (but I think it involves forcing his cliff level while pathing over the cliff under the bridge?)
Can you upload the map?! I want to see how it works!
Example map attached, collision response is incomplete.
Are some bugs with jumpers and climbers etc, pathing gets screwed up so abandoned this test a while ago.
@caspersc: Go
Thanks a lot!
Next: Add pathing on top of units. Like allow units to stand on vehicles and can be able to move.
The issue though is to maintain control on the unit so...
Maybe have the "large" cargo ship be controlled by clicking on the cockpit? This means there can be "doodads" attached to the back of it that forms the cargo hold for units to stand on...
I want a huge carrier unit that can carry actual interceptors units within it! XD
That would be awesome. If you had that logic working, you could probably expand on it so you could have entire map elements that move (ie think floating islands that rotate around the map).
@smurfbizkit: Go
I got the same affect by picking up my display and walking around with it while someone dressed up like a marine stood in the background.
caspersc, this is cool!
I haven't played with any scripting yet because I like to make melee maps and I was wondering if you think I can leave out the multi-plane to get a similar bridge effect that is still melee compliant? What I mean is, I don't care about pathing underneath; is it scripting or a region property that keeps the marine on the bridge from "falling down" to the cliff level below?
If it's just a region, maybe there are all kinds of cool "bridges" we can make in melee maps, too! Either way, I think a lot of RPG mappers are drooling over a way to increase the complexity of their spaces with multi-plane environments.
I wish there was a way to do multi-plane in the data editor >_>
Feel free to compare it to my testing of the same thing. http://www.staredit.net/242243/
I haven't bothered to download your map yet so I can't tell you where mine is better/worse than yours. I want to assume yours is better cause I'm a newb lol =)