Just wondering if it is in sage, from what I remember, i think some one said it is impossible due to something in the engine and how weapons are done......
Just wondering if it is in sage, from what I remember, i think some one said it is impossible due to something in the engine and how weapons are done......
SAGE does have routines for deforming terrain ingame (for example flattening under structures) but there are no modules/functions that allow you to make direct use of this.
ahh, pizza did remember right....
hmmm
that's disappointing.....
what about this, couldn't you make it so a weapon fires some form of object onto the field?
upon which other units are effected?
For example, TT has the flame tank which can do trail of flame right?
that lasts for a duration in which units get hurt walking in it.
Can't you extract and then change that to not passable?
or,
what if a unit say shot a weapon onto the ground, and it was the KW temporal wormhole localized, it would slow down the units passing through the area, and all you need then is to make some sort of animation localized to look like the unit is going over rough terrain.
or you have a unit shoot the ground, which weapon triggers a magnetic mine like thing be there, but it slows units instead of damaging. then it gets removed as soon a the unit leaves the area.
Or
You create an invisible unit after a unit fires a lot on the ground, which will attack any passing unit in a small radius, and slow it down?
Something like that.....
Then again, I only have a conceptual understanding of the above weapons..
Last edited by GeneralSGJist; 11-28-2011 at 10:11 PM.
I don't see how this is relevant to deforming terrain. It seems to address passability, not to mention doing so in a very complicated way.
honestly why do you keep trying to talk in pseudo-logic when you really have no understanding of how cnc3 modding works?
if you have an idea just keep it simple and explain what you want as a final result... talking about possible solutions/methods to implement it is just useless if youre not familiar with it
@ Golan, the General Outcome of deforming terrain is to allow units to pass or not pass at a decreasing speed.
As said, deforming the terrain isn't possible, but if the overall goal is to slow down movement in an area, why not use that effect?
Even if the engine knows there is an object on a map, but can't tell ou exactly where it is due to lack of Grid, and grid raising and lowering was how it was done, it doesn't mean there is not another way to give the desired effect.
@ CGF,
I have a bellow basic understanding of the actual code, but a decent conceptual understanding, so in my book, it gets the job done. Golan seemed to understand me to some degree.
And it's apply conceptual knowledge to a problem, not pseudo logic.
Why I continue to do it, you ask?
Well, to put it bluntly it works. some how, some way, it works well enough to get the actual coder to think about the problem in a different way and come up with a potential solution.
For example, the other day, my leader Seth was asking about the OCL, and then Golan told him to look at the upgrades. Through a pure conceptual understanding I came to the same idea the independently the night before.
Last edited by GeneralSGJist; 11-29-2011 at 08:28 AM.
I swear if you make just one single more mention along the lines of "the engine can't keep track of objects because of X", I'm going to kill someone. Stop talking about stuff you have no clue about, it is highly annoying, irritating and extremely detracting from problem-solving. Seriously, your babbling is not helping.
If you are merely looking for a measly speed penalty, attribute modifiers are the way to go. Now if you'd actually spent some time detailing the effect you want I could suggest either OCL'ing, direct AMs or other applications, but it seems you were busy talking...stuff.
The important thing is handling upgrades via Lua and knowing how to do so, not using upgrades you can't even trigger.
Just so,
Ok, the overall goal is to get deformable terrain, however, as said, doing so in the traditional fashion won't work.
So then, the question then is what does deformable terrain actually do for the player?
Answer, outcome is unit slows down at a target location.
Right?
So it doesn't seem unreasonable to just get that effect through other means.
that is all.
Or is there more to the effect of deformable terrain then I initially thought?
in addition, some people want it to add cover, but that is another issue.
I'm esentially asking you guys to confirm this line of reasoning.
You are the one requesting help, you've got to know what effect you want to create.
Well, I know the end goal, and I'm asking if the effects are the same, which conceptually i think they are.
So in other words, I'm asking if there is a way to make it look like, and give the effect of deformable terrain?
As long as the effect outcomes are the same, it shouldn't matter right?
Last edited by GeneralSGJist; 11-29-2011 at 07:37 PM.