Realistic wall
» Settlers Map Source Forums » Mapping » Realistic wall
AdeBont
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#1 24-07-2013 13:20 Posts: 666 |
Realistic wall
I'm going to apply below in my next map 'Invasion'
How you change this:
into this:
Scripting!
Some more pictures:
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AdB
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Now faith is the substance of things hoped for,
the evidence of things not seen.
Heb 11:1
AdeBont
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#3 24-07-2013 14:04 Posts: 666 |
Hi Fire Bird
Thanks for the compliments!
It took me about four weeks to script this.
Almost 55000 characters in the code for this...
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AdB
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Now faith is the substance of things hoped for,
the evidence of things not seen.
Heb 11:1
Fire_Bird
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#4 24-07-2013 14:11 Posts: 719 |
Wow!
Respect!
I wouldn't have had the patience to do this such as long!
Well done
totalwarANGEL
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#5 24-07-2013 17:40 Posts: 2123 |
Is this a unchanging template for your map or are the walls build part by part?
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Die Welt ist arschlochförmig und wir leben in der Mitte.
AdeBont
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#6 24-07-2013 17:47 Posts: 666 |
Posted by totalwarANGEL:
Is this a unchanging template for your map or are the walls build part by part?
Walls are build per segment, based on walls, wall corners and gates. Entity names of walls and wall corners must be set to have the correct wall structure build against it.
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AdB
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Now faith is the substance of things hoped for,
the evidence of things not seen.
Heb 11:1
Noigi
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#7 25-07-2013 23:04 Posts: 772 |
Great! Is it possible to create a Map where the Player can "build" such walls - that is, choose in which direction wall segments are to be added?
I think you could create a cool Tower Defense Map (or: Wall Defense Map).
AdeBont
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#8 26-07-2013 00:13 Posts: 666 |
Posted by Noigi:
Great! Is it possible to create a Map where the Player can "build" such walls - that is, choose in which direction wall segments are to be added?
I think you could create a cool Tower Defense Map (or: Wall Defense Map).
I've been thinking to expand the current code with this feature.
But there is one issue with this type of wall, when the separate wall segments are on different heights it screws the good looks of the wall. So it would only work well on complete flat terrain.
For now I'm sticking to the initial thought to use it in my third map as predefined walls. I am going to add more realistic features to it, like walls and towers only destroyable by cannons.
I was also thinking of adding a feature where entities standing on the wall would be less vulnerable to archers and riflemen standing on ground level.
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AdB
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Now faith is the substance of things hoped for,
the evidence of things not seen.
Heb 11:1
AdeBont
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#9 13-08-2013 04:40 Posts: 666 |
New map 'Invasion'
A cannon attack will be the only way to breach a wall... Cannons will be operated by a troop of gunners (club fighters)
Below four images showing a breached wall during the four weather situations possible with the day/night cycle and random rain periods...
Daytime
Daytime during rain
Nighttime
Nighttime during rain
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AdB
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Now faith is the substance of things hoped for,
the evidence of things not seen.
Heb 11:1
AdeBont
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#12 13-09-2013 07:21 Posts: 666 |
Posted by JT:
Verry Cool! I will play this map as soon as posible!
You will need a little patience Still working on the basic changes for this (my third) map. In fact I'm going to change some major functions, like how cannons scouts and thieves operate, how to get new troops and soldiers and a lot more I'm a good way on the road now to shape my ideas, but there is still a lot to be done. I will keep you guys posted once in a while when some part is completed.
In the mean time, my second map is currently being tested, I expect to be able to release that one before the end of this year...
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AdB
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Now faith is the substance of things hoped for,
the evidence of things not seen.
Heb 11:1
This posting has been edited by AdeBont: 14-09-2013 at 00:05.
AdeBont
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#13 25-10-2013 14:39 Posts: 666 |
Herewith some more screens of changed menus to comply to more realistic gameplay.
Weaponry and ammunition must be produced at the blacksmith, productivity is controlled via the Production Menu.
Produced goods will be stored in the main store.
From there supplier teams (cart puiller and guard) can load the goods and unload at tower stores or field stores to have the goods closer to the front line.
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AdB
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Now faith is the substance of things hoped for,
the evidence of things not seen.
Heb 11:1
This posting has been edited by AdeBont: 26-10-2013 at 20:44.
Fire_Bird
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#14 25-10-2013 14:51 Posts: 719 |
That's really fantastic!
I will play your map, dead or alive!
PPPCSC
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#15 31-10-2013 23:00 Posts: 43 |
WOW!
It looks like you're in the process of making a new game version never-mind just a new map
This will certainly be worth seeing!
PPPCSC
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'The greatest fortress that a prince may possess is the affection of his people.'
- Niccolò di Bernardo dei Machiavelli (call him Nick)
fighty
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#16 20-11-2013 21:11 Posts: 3616 |
Somehow i missed this great picture show. Step by step thw wall comes into existence... very impressive.
Scout-
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#17 24-11-2013 22:49 Posts: 105 |
Hey.
A little bit offtopic,but:
one of my new maps have also the name "Invasion".
Then i name my map "The/Die Invasion"
LG
AdeBont
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#18 25-11-2013 12:22 Posts: 666 |
Posted by Scout-:
Hey.
A little bit offtopic,but:
one of my new maps have also the name "Invasion".
Then i name my map "The/Die Invasion"
LG
No worries Scout, my map is long from finished, so I can rename it to anything. But the story is will be about an invasion...
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AdB
---------------------------------
Now faith is the substance of things hoped for,
the evidence of things not seen.
Heb 11:1
AdeBont
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#19 25-11-2013 12:22 Posts: 666 |
Posted by Scout-:
Hey.
A little bit offtopic,but:
one of my new maps have also the name "Invasion".
Then i name my map "The/Die Invasion"
LG
No worries Scout, my map is long from finished, so I can rename it to anything. But the story is will be about an invasion...
____________________
AdB
---------------------------------
Now faith is the substance of things hoped for,
the evidence of things not seen.
Heb 11:1
AdeBont
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#20 05-12-2013 17:45 Posts: 666 |
A short video showing new soldier recruitment functionality in slow motion.
Had to remove the avi files as they were taking too much space on my server
WMV file:
http://home.solcon.nl/aa.bont/Settlers/Soldier_recruit.wmv
I placed the video in three different files, kindly let me know which of them functions best.
____________________
AdB
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Now faith is the substance of things hoped for,
the evidence of things not seen.
Heb 11:1
This posting has been edited by AdeBont: 16-12-2013 at 11:37.
mcb
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#21 06-12-2013 16:50 Posts: 1472 |
How do you attach the soldier to the leader while the soldier stands into blocking? I tried this too, but the soldier is destroyed every time...
AdeBont
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#22 06-12-2013 18:32 Posts: 666 |
Posted by mcb:
How do you attach the soldier to the leader while the soldier stands into blocking? I tried this too, but the soldier is destroyed every time...
No blocking
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AdB
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Now faith is the substance of things hoped for,
the evidence of things not seen.
Heb 11:1
Noigi
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#23 06-12-2013 18:44 Posts: 772 |
Posted by AdeBont:
I placed the video in three different files, kindly let me know which of them functions best.
I watched the smaller file to avoid a long loading time; it was in low quality of course, but enough to figure out everything. The .wav didn't work for me, but that might be due to AdBlock/noScript-plugins.
Posted by mcb:
How do you attach the soldier to the leader while the soldier stands into blocking? I tried this too, but the soldier is destroyed every time...
I am quite sure that the tower is not a real tower at all, but a graphic model and some "dummy" blocking entities to prevent units from walking through the walls.
AdeBont
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#24 06-12-2013 19:39 Posts: 666 |
Posted by Noigi:
I am quite sure that the tower is not a real tower at all, but a graphic model and some "dummy" blocking entities to prevent units from walking through the walls.
You nailed it!
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AdB
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Now faith is the substance of things hoped for,
the evidence of things not seen.
Heb 11:1
jugl
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#25 06-12-2013 21:22 Posts: 803 |
Coincidence
from a new projekt,only 2 lines of skript:
SetEntityName(Logic.CreateEntity(Entities.PB_Barracks1,23800,32800,90,5), "barrack_1") Logic.SetModelAndAnimSet(GetEntityId("barrack_1"),Models.CB_RobberyTower1)
If interested,I will send a screenshot
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Si tus vi late, in isse tabernit.