Author Topic: Buildable/Walkable/Not Walkable  (Read 2584 times)

Idanwin

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Buildable/Walkable/Not Walkable
« on: 20 June 2009, 08:50:42 »
This would mean that in a cell map you have:
2222
1111
2112
0000

Units can walk on 0 and 1, and buildings can be build only on 0,  the 2 is unpassable.

Like this you could define on which parts of a building can be build or not (at this moment you can't build on another building).
For instance, you shoudn't be able to build on a helicopter pad (a flat building you can walk over) but the tunnel of doom a building that looks like:
000000000
222000222
112000211
222000222
000000000
You would be able to walk AND build on to of it. (being able to make real tunnels would be nice too).

Omega

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Re: Buildable/Walkable/Not Walkable
« Reply #1 on: 20 June 2009, 18:36:29 »
That's actually a really good idea!  :o
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silnarm

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Re: Buildable/Walkable/Not Walkable
« Reply #2 on: 21 June 2009, 12:16:42 »
You would be able to walk AND build on to of it. (being able to make real tunnels would be nice too).

Nice idea, could be tough to implement... are you proposing buildings that can have other buildings on top of them, as in on the model, above ground level?

Real tunnels would indeed nice, I'm not sure if this was discussed in the map format thread, and couldn't be bothered checking just now ;) But we should probably revive that thread.
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titi

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Re: Buildable/Walkable/Not Walkable
« Reply #3 on: 21 June 2009, 23:32:11 »
but you can use this idea for something else!
For examle walls/turrets.
If you have
1 for  impassable
and
0 for passable,
we can add some more info with
2 walkable on top
3 stairs ...

But these are only ideas, it will be very hard for the AI to use this in the right way.
I think this is something very advanced and it will be something for GAE 10.0 :)

 
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Idanwin

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Re: Buildable/Walkable/Not Walkable
« Reply #4 on: 22 June 2009, 13:16:03 »
Maybe we need multiple cellmaps:
Code: [Select]
<cellmaps value="true">
  <cellmap value="0">
    <row value="1101">
    <row value="0001">
    <row value="1401">
    <row value="1101">
  </cellmap>
  <cellmap value="1">
    <row value="2112">
    <row value="1001">
    <row value="1301">
    <row value="2112">
  </cellmap>
</cellmaps>
0=passable
1=impassable
2=buildable (turrets?)
3=stairs down
4=stairs up

The building in the example has 2 levels: 0 (ground) and 1 (floor 1).
The stairs (4) make a unit go up 1 level (from 0->1) and the other stairs (3) make a unit go down (1->0).
On the turret spots (2) a worker can build turrets (automatically shooting weapons that can't move), these are destroyed when the building is, and have hp of their own.

But the main reason was that I want to be able to build a building on the empty spots on another building (no levels just building on the 0 cellmap spots of the building.

assassin

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Re: Buildable/Walkable/Not Walkable
« Reply #5 on: 22 June 2009, 16:18:56 »
Umm... You don't need different stairs to go up or to go down...

Idanwin

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Re: Buildable/Walkable/Not Walkable
« Reply #6 on: 22 June 2009, 20:22:05 »
You do, if there are 3 levels (0,1 and 2), how do you know what stair goes up and which down.

Omega

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Re: Buildable/Walkable/Not Walkable
« Reply #7 on: 22 June 2009, 20:56:08 »
Yes, the idea could be good, though GAE's primary focuses should be in new previously mentioned new features (TRANSPORT UNITS!!!)
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silnarm

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Re: Buildable/Walkable/Not Walkable
« Reply #8 on: 22 June 2009, 22:52:24 »
Yes, the idea could be good, though GAE's primary focuses should be in new previously mentioned new features (TRANSPORT UNITS!!!)

Ahhh.... transport units....

It's actually kind of difficult to keep all these ideas in mind, I'm going to recommend using the 'Feature Requests' tracker on sourceforge,
http://sourceforge.net/tracker/?group_id=241094&atid=1114830

Now, I never saw the trackers on codemonger before the bugs server went down, so apologies to anyone who painstakingly added stuff there... but if you put it up on the sourceforge tracker, we're never going to loose it.

I don't want to discourage talk on the forums, indeed you should talk about it on the forums, I'm not expecting people to use the tracker to discuss features (and I'd rather they didn't anyway) but it is a very good idea to discuss ideas with other modders.  When you think you're 'on a winner' throw it on the tracker. It will get prioritised (and I can't guarantee you'll like the priority your idea gets, but these things take time, and time is unfortunately a resource that can only be harvested at a fixed rate :) )

You can always go back and add more comments, or upload example pics etc... just try to keep it concise if possible (but not vague!)... The less time we're looking at the tracker, the more time we can actually bash bits about and try to make some of it happen.

I have added a few things that I've come across on the forums over the last week or two, but bearing in mind the paragraph above this one, I could probably be using that time better :)

Cheers.
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silnarm

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Re: Buildable/Walkable/Not Walkable
« Reply #9 on: 17 July 2009, 05:37:58 »
I had one of those moments a couple of days ago, you know, 'light bulb moments' ?

Anyway,

enum Zone

   ZoneSurfaceProp,
   ZoneSurface,
   ZoneAir,
   //ZoneSubSurface,
   ZoneCount
};


I've added a new Zone... I wont bother going into the technicalities just yet... I've done nothing more the add 'ZoneSurfaceProp' to that enum at this point.  But I'm quite certain that it will allow us to do all sorts of things with only 'moderate difficulty' that might otherwise have been achievable only with 'great difficulty'

I can't be playing with this at moment, but after the current work elsewhere is complete, I think this might enable us to have man-able walls, 'open top' transports, and probably numerous other things, and all, potentially, within a reasonable period of time :)
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