Page 1 of 1
Projectile impassable?
Posted: Tue Dec 18, 2007 3:04 pm
by Khadrelt
Is there a way to make it so a projectile can't cross a certain space? I keep having trouble with a netmap I'm making. The arena is ringed by a wall, but the Steal the Bacon ball keeps getting blasted over the wall to where the units can't go to retrieve it. Is it possible to prevent this short of making the wall higher and putting a ceiling on the map? It's a Trow-height wall, and I didn't really want it to be higher because it doesn't look as good.
Second, how does one make a wall model impenetrable? I've also been having trouble with the netgame balls being kicked right through the wall.
Re: Projectile impassable?
Posted: Tue Dec 18, 2007 3:56 pm
by vinylrake
Khadrelt wrote:Is there a way to make it so a projectile can't cross a certain space? I keep having trouble with a netmap I'm making. The arena is ringed by a wall, but the Steal the Bacon ball keeps getting blasted over the wall to where the units can't go to retrieve it. Is it possible to prevent this short of making the wall higher and putting a ceiling on the map? It's a Trow-height wall, and I didn't really want it to be higher because it doesn't look as good.
Second, how does one make a wall model impenetrable? I've also been having trouble with the netgame balls being kicked right through the wall.
For the projectile you could try using a variation of the Dorfball ball that repels projectiles, if you put them close enough together in a line no normal projectile would get through. Or if you tweaked the range and strength of the field you could probably custom make a shield that would do what you want. You could of course make the balls/shields invisible.
As for the second, I don't think there is a way to make a wall model 100% guaranteed to be impenetrable. I have seen mapmakers place objects (like barrells or railings) in front of walls to help prevent things from moving into or through them. Also, placing models is supposed to set the terrain underneath to 'impassible' but I think sometimes it does not.
Re: Projectile impassable?
Posted: Tue Dec 18, 2007 5:34 pm
by Khadrelt
vinylrake wrote:For the projectile you could try using a variation of the Dorfball ball that repels projectiles, if you put them close enough together in a line no normal projectile would get through.
Thanks for the suggestion. I tried it, and I think it would have worked except for one thing - once I put down enough of the repellers to make a solid wall of repulsion around the map, they stopped working entirely. They only worked when there were fewer on the map.
Oh, well. Maybe I'll just cut the ball game variations from the map.
Re: Projectile impassable?
Posted: Tue Dec 18, 2007 5:43 pm
by vinylrake
Khadrelt wrote:vinylrake wrote:For the projectile you could try using a variation of the Dorfball ball that repels projectiles, if you put them close enough together in a line no normal projectile would get through.
Thanks for the suggestion. I tried it, and I think it would have worked except for one thing - once I put down enough of the repellers to make a solid wall of repulsion around the map, they stopped working entirely. They only worked when there were fewer on the map.
Oh, well. Maybe I'll just cut the ball game variations from the map.
Could you just enlarge the area of effect of the repeller so you didn't need as many?
I assume they stopped working because the repellors emit a steady stream of projectile-group(s), right? and once you get too many on the map they overload the myth engine so it can't create any new projectiles? (trying to remember here)
IF that's the case maybe you could tweak the lifespan of a projectile/group so you don't need to be respawning them as frequently?
-or-
Barring that magic solution - is there any scenery you could put on the map that would stop a ball that you could have only be visible for the ball gametypes (like the really tall trees from Baron's backyard)? -- or once you are done with the map, duplicate the mesh and add the ball-blocking scenery to the new map and delete all the game types except ball games - and do the reverse for the original map without the bb scenery - delete all the ball games, and create a new mesh-name string and call it something like "my cool map - ball games" to distinguish the two meshes.
Posted: Tue Dec 18, 2007 6:09 pm
by Khadrelt
The area of effect was already as high as it could go. I don't think it was creating a projectile group - it didn't have detonation, anyway - but maybe it was. I'll have to check.
I could do the scenery thing, but that might take more time than I've got right now. I'll have to see.
Posted: Tue Dec 18, 2007 7:56 pm
by lank
the problem with repellers is that they are area of effect detonations, and myth only allows so many such detonations per tick. thus placing too many will cause most of them to stop working, and just having them there will have the effect of reducing the size of the action that's possible for the players.
Posted: Wed Dec 19, 2007 10:12 am
by vinylrake
lank wrote:the problem with repellers is that they are area of effect detonations, and myth only allows so many such detonations per tick. thus placing too many will cause most of them to stop working, and just having them there will have the effect of reducing the size of the action that's possible for the players.
Ah that makes sense. Much more than my off the top of my head guess earlier.