Asteroids & Nebulas
Do you have a question on map editing, how use the map manager or want to make your new map public? Post here.
posted on January 15th, 2009, 11:18 am
Last edited by mimesot on January 15th, 2009, 11:31 am, edited 1 time in total.
Hi everybody!
I hope my questions were not answered before - I could't find any using the Forum-Search.
Lately I was trying to create a new map that puts higher emphasises on exploration and securing critical locations. It was quite obvious for me to use asteroids and nebulas and I created some kind of maze. What I forgot about, is, that the asteroid fields do not prohibit movement any more (As far as i remember they did in the Preview Edition of FO3, but it caused nasty problems with scouting). On the other hand, the nuleon nebulas are not very desructive and don't deter me from passing through, either.
But I've got a second problem too: Although I left enough space between the nebulas to even build a turret in the middle, ships avoid to pass through my nebula-alleys. They are rather taking the long way around the whole nebula-section of my map and then pursue the shortest way directly through the clouds. This behavior makes the such a map impossible to play.
I would appreciate any solutions, because I really like maps of object-dense areas. (... but I suppose that this will only be resolved by a further version of FO that includes a new pathfinding)
I hope my questions were not answered before - I could't find any using the Forum-Search.
Lately I was trying to create a new map that puts higher emphasises on exploration and securing critical locations. It was quite obvious for me to use asteroids and nebulas and I created some kind of maze. What I forgot about, is, that the asteroid fields do not prohibit movement any more (As far as i remember they did in the Preview Edition of FO3, but it caused nasty problems with scouting). On the other hand, the nuleon nebulas are not very desructive and don't deter me from passing through, either.
But I've got a second problem too: Although I left enough space between the nebulas to even build a turret in the middle, ships avoid to pass through my nebula-alleys. They are rather taking the long way around the whole nebula-section of my map and then pursue the shortest way directly through the clouds. This behavior makes the such a map impossible to play.
I would appreciate any solutions, because I really like maps of object-dense areas. (... but I suppose that this will only be resolved by a further version of FO that includes a new pathfinding)
posted on January 15th, 2009, 12:00 pm
well i believe the problem with the astroid feilds can b sorted by using a new map object called somthing like barrier not sure on the second problem tho
posted on January 15th, 2009, 1:54 pm
Thanks for that quick reply!
hmm...creating a new object barrier might not be much of an effort. Just an invisible, extensive SOD is needed, incorporated into the editor ... seems to be no problem for me, but if it was invisible, you won't be able to see it in edit-mode either? A new task for the FO-Team ;-)
hmm...creating a new object barrier might not be much of an effort. Just an invisible, extensive SOD is needed, incorporated into the editor ... seems to be no problem for me, but if it was invisible, you won't be able to see it in edit-mode either? A new task for the FO-Team ;-)
posted on January 15th, 2009, 2:26 pm
In order to make areas blocking, use the blocking-trigger found in the trigger menu of the map editor (that was the faster solution to make a large variety of map objects and still keep them all blocking, you have to "paint" your "blocking layer" independent from your "visual layer").
Nebulas are on ToDo for larger gameplay and visual changes
Nebulas are on ToDo for larger gameplay and visual changes

posted on January 18th, 2009, 9:45 pm
Thank you! Works perfectly! 

posted on January 29th, 2009, 4:26 am
How does the blocking trigger work in the map editor actually?
Can it be reduced in size? Must they intersect eachother to block or should they just be placed one near the other?
Am i making any sense?
Can it be reduced in size? Must they intersect eachother to block or should they just be placed one near the other?
Am i making any sense?

posted on January 29th, 2009, 7:31 am
You need to intersect them to create an unbroken chain. As far as I know they cannot be reduced in size 

posted on January 29th, 2009, 8:15 am
Perhaps the Fo-Team could introduce some new blocking triggers, like a smaller one and lengthy one. hat would ease work lot.
posted on January 30th, 2009, 1:43 am
It sure would...
posted on May 4th, 2009, 10:58 am
Optec wrote:In order to make areas blocking, use the blocking-trigger found in the trigger menu of the map editor (that was the faster solution to make a large variety of map objects and still keep them all blocking, you have to "paint" your "blocking layer" independent from your "visual layer").
Nebulas are on ToDo for larger gameplay and visual changes
How do you get to the trigger menu?
Help much appreciated.

posted on May 4th, 2009, 11:40 am
Phoenix wrote:You need to intersect them to create an unbroken chain. As far as I know they cannot be reduced in size
they have to insect and the asteroid fields now use the "background_obj" classlabel instead of the asteroid field classlabel... basically they just like planets and suns but look like asteroids...
the trigger itself is a huge sod set to be invisible... it uses the asteroid classlabel but has a maximum segment of one and a minimum segment of 1... basically the huge sod you see when you lay it... i suggest you make them intersect as they do rotate constantly a little bit from the point you lay them down...
jcamero wrote:How do you get to the trigger menu?
Help much appreciated.
F10 then F2 then F1
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