map height

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posted on November 2nd, 2010, 3:52 am
How do I get rid of the flat map and add height the Z axis back ?

As much as I like having it removed, considering how poorly the A2 engine handles it most of the time, it DOES create pathing issues quite often, and it's annoying to have one ship get stuck in the rest of your ships.
posted on November 2nd, 2010, 6:05 am
in RTS_CFG, the values on these lines control map height:

// Ship combat configuration
float SKINNY_SHIP_COMBAT_FLOOR = -550.0;
float SKINNY_SHIP_COMBAT_CEILING = 550.0;
float SHIP_COMBAT_FLOOR = -550.0;
float SHIP_COMBAT_CEILING = 550.0;
float DEEP_SPACE_SHIP_COMBAT_FLOOR = -550.0;
float DEEP_SPACE_SHIP_COMBAT_CEILING = 550.0;
posted on November 2nd, 2010, 12:33 pm
Well, I think thit would require more programming than modifying so few lines in the RTS_CFG.h file.  Because Fleet-Ops removed the function to change the height of a vessel or station.
posted on November 2nd, 2010, 12:34 pm
TCR_500 wrote:Well, I think thit would require more programming than modifying so few lines in the RTS_CFG.h file.


Not really. That's kind of the whole point of having a config file.
posted on November 2nd, 2010, 2:07 pm
Although the height can be changed at which you place map objects, or have objects move over each other, the mouse cursor scroll (up and down the height) was removed via hard coding I believe.
posted on November 2nd, 2010, 3:05 pm
Last edited by Tok`ra on November 2nd, 2010, 3:19 pm, edited 1 time in total.
Thats no problem, I've been meaning to tinker with the RTS.cfg file anyway, set zoom out larger and such, thanks Dom.

TCR_500, for my purposes having the height selector is no problem, I just want the ships to be ABLE to move up/down a little bit for pathing purposes, way annoying to have a battle wall, have have a ship get stuck on it when it could just go over/under.

@megadroid: What are you doing here ? Dont you have RPG mission code to write ? :p

edit: Anyway heres the settings I changed. I'll post my thoughts on the changes after I play a bit.

Max zoomout:
was- 1850
now- 2500


// Do we default to formation move, or non-formation group move
int cfgDEFAULT_TO_FORMATION_MOVE = 1;

Pretty sure I remember this line having to do with formation stuff, set it from 0 to 1, If Im remembering what it does correctly, it SHOULD fix some of the formation issues.


For height, I changed them from 250 to 550 as Dom suggested.

Anyway, I'll edit again after I test.
posted on November 2nd, 2010, 3:48 pm
Tok`ra wrote:@megadroid: What are you doing here ? Dont you have RPG mission code to write ? :p


I reserve the right to slack off! :D

(Hopefully No Slacking won't find out)
posted on November 2nd, 2010, 4:38 pm
That was Undying Nephalim actually :)

Anyway, if any of the configuration elements confuse you, you can find descriptions here  ^-^

Defaulting to formation move causes a good deal of nastiness when discussing pathing unfortunately, as ships would rather stay in formation than moving around objects  :whistling:

Megadroid wrote:I reserve the right to slack off! :D

(Hopefully No Slacking won't find out)

Pshaa, finish that documentation!  :lol: Then we can talk about slacking  :pimp:
posted on November 2nd, 2010, 4:52 pm
Megadroid wrote:I reserve the right to slack off! :D

(Hopefully No Slacking won't find out)


Well I popped more ideas for the RP script on your fourm, so git busy :p


Ok all in all, much better. The bigger Z axis movement added means Im suddenly not getting stuck as much on odd stuff.

The formation command so far hasnt caused issues, but so far I'm just tavara spamming the AI so no big deal yet ..

the map height...... cant belive I didnt do that allready, usualy one of the 1st changes I make, had to re-install the other day after corrupting my install and re-did it, as usual its very nice  to have more zoom out. Gives a better overview.
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