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Rotating Objects?


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Fox holes are "omni directional." They provide the same cover in all directions. Trenches "snap to" eachother. If you place one trench segment next to another, they will form a line in a predictable direction (either N-E-S-W or NE-SE-SW-NW).

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Trenches are tricky, they take a certain finess. You might want to practice with placing them in the editor before trouching them. They're their own seperate fun puzzle game. Try forming T sections and circles with them! :D

Foxholes are another interesting item. You can't rotate them but each time you move them they fall on the map in a different pattern. The pattern doesn't make a real difference because they're slaved to the underlying action grid so soldeirs wil inhabit them properly.

Trenches, foxholes and barbed wire are strange and wonderful beasties. :)

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Trenches are tricky, they take a certain finess. You might want to practice with placing them in the editor before trouching them. They're their own seperate fun puzzle game. Try forming T sections and circles with them! :D

Foxholes are another interesting item. You can't rotate them but each time you move them they fall on the map in a different pattern. The pattern doesn't make a real difference because they're slaved to the underlying action grid so soldeirs wil inhabit them properly.

Trenches, foxholes and barbed wire are strange and wonderful beasties. :)

Of course Mikey means when you have the game. Trenches are "units" that can be purchased, and units can't be purchased in the demo editor.

You can't freely rotate trenches and other fortifications because they need to be in a predictable relationship to the underlying action spot for the infantry to occupy them 1:1.

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what do the three green arrows mean that are on the green circle of said trench when its highlighted?

Nothing really. They are purchased and placed as "units" so they have the green unit base so you know which one you currently have selected. Even hedgehog obstacles have the green base, and when you see them it is obvious they have no "facing."

are you trying to say,designers are gonna get the heebie jeebies placing these objects when making a scenario?:)

Nah, it's pretty simple once you play around with it some. You can have pretty complex trench designs, but the individual segments will always be oriented N-E-S-W or NE-SE-SW-NW.

Here is a complex shape thrown together with 10 trench segments. No rotating necessary, they just snap to each other when you place one segment in an action spot adjacent to another one.

trench1.jpg

Note how when I placed 4 segments in the action spots at the NE-SE-SW-NW corners of the center segment, the center segment transformed into a "X" intersection linking all four.

There really needs to be a "rotate" or face order during setup for trenches and bunkers, like in CM1. It gets kind of frustrating moving them around until they rotate how you want them.

Bunkers can be placed and rotated freely. They are treated more as immobile vehicles that can be "mounted/dismounted." Trenches have to be at predictable angles in the action spot for the AI to position individual soldiers in them. The only problem is you can't change a single trench segment's facing from E-W to another direction, but single trench segments aren't really meant to be used alone.

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Barbed wire operates the same way. Its all going to be in your attitude whether you love 'em or hate 'em. There's no precedent for them in CMx1, or in the two earlier CMx2 titles either. It'll be uncharted territory so just accept the small learning curve without condemning them out of hand.

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  • 9 years later...

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