stevel Posted September 19, 2000 Share Posted September 19, 2000 Two questions on the new maptool: 1) Why is "road" a terrain (ie visibility) and not a movement cost? How is a "road" different from "clear" as relates to visibility? Seems to me that a road square should be a move cost and is perhaps 125% of the cost to move across a clear square. 2) Not clear how to use Hi/Lo terrain to effect hills and valleys. While this may seem rather stupid, I don't know how the game engine knows a square defined as hi/lo is "up a hill" or "down a valley"? steveL 0 Quote Link to comment Share on other sites More sharing options...
stevel Posted September 19, 2000 Author Share Posted September 19, 2000 >...move cost and is perhaps 125% >of the cost to move across a clear >square.... Sorry, I meant at 125% of SPEED over clear terrain. steveL 0 Quote Link to comment Share on other sites More sharing options...
Guest MajorH Posted September 20, 2000 Share Posted September 20, 2000 > Why is "road" a terrain (ie visibility) and not a movement cost? That is simply how the game engine is coded. Road terrain is tracked as a terrain type 'mask variable' rather than a numerical movecost factor. > How is a "road" different from "clear" as relates to visibility? Its not different. Visibility is the same for a unit in unmodified road terrain as it is for unmodified clear terrain. The main difference between road and clear terrain is that units can travel faster on a road than on clear terrain. By the way - movecost also effects visbility. The rougher the terrain, the less visible a unit will be - plus a modification for whether a unit is stationary, moving, and or firing. > Not clear how to use Hi/Lo terrain to effect hills and valleys. While this >may seem rather stupid, I don't know how the game engine knows a >square defined as hi/lo is "up a hill" or "down a valley"? 'hi/lo' is just the title of a checkbox control in the map tool. There is no terrain type in TacOps that is 'hi/lo' terrain. The 'hi/lo' control title is meant to indicate that the check box controls whether a given terrain cell will be coded as 'low' terrain or as 'high' terrain. I don't consider the map tool to be finished yet so if you get ideas on ways to improve it please send them to me via majorh@mac.com. ------------------ Best regards, Major H majorh@mac.com 0 Quote Link to comment Share on other sites More sharing options...
stevel Posted September 20, 2000 Author Share Posted September 20, 2000 >'hi/lo' is just the title of a checkbox >control in the map tool. There is no >terrain type in TacOps that is 'hi/lo' >terrain. The 'hi/lo' control title is meant >to indicate that the check box controls >whether a given terrain cell will be coded >as 'low' terrain or as 'high' terrain. So does this mean that unchecked, the square defaults to "low" and checked becomes "hi"? steveL 0 Quote Link to comment Share on other sites More sharing options...
Guest MajorH Posted September 21, 2000 Share Posted September 21, 2000 Not exactly. When you first create a map, all terrain on the map is low terrain. To change one or more cells to high terrain you checkmark the 'Hi/Low' control button and then click and or drag on the map. Where you click will become high terrain. If you later want to change high terrain to low terrain - you again checkmark the 'Hi/Low' control button and then click and or drag on high terrain cells. The high terrain cells will be 'reversed' to be low terrain cells. ------------------ Best regards, Major H majorh@mac.com 0 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.