Posted: Sat Apr 21, 2012 6:11 am Post subject:
Using veins to emulate moving water
Was thinking of Generals and one of the missions where you break a dam and water floods the enemy base, destroying it. Could the veins logic be adjusted for a particular map to do the same? If you changed these:
Now the weeds would spread extremely fast, over massive area and pretty much kill everything instantly. To control the "water" you could design the map so cliffs control the direction where the water can spread. You would also need to put ImmuneToVeins=no for every unit (for that particular map) so they all get killed by the water.
To make it actually look like water instead of veins, you could edit this?
Code:
[VEINS]
Image=WATER ;VEINS ; Replace image with water frames
Name=Water
RadarColor=0,0,92 ; Use the radar color that water has here
IsVeins=true
Land=Water ;Weeds ; So it behaves like water
Land=Water would make the water behave like actual water, allowing hover units to cross it, etc. But can overlay objects be overridden for specific map files? If not then this idea would be pretty useless, since you'd need to replace the veinhole logic completely. If it could be done for specific missions, it could be used for some fun things in singleplayer missions, maybe even for a skirmish / multiplayer map. _________________ QUICK_EDIT
Great idea and it should indeed work.
All the necessary settings can be done in the map.
The only thing that might look strange is, if the waterveins are blocked by ordinary things like a patch of tiberium, a wall, a bridge, train track or any other overlay.
You would also have problems to make it look right, in case you have already a small river with shores and want the dam break to widen the river. Because veins can't spread on the shores, they wouldn't connect seamless to the river and would look strange.
You also get problems in setting the start of the growing river, because you can't control the veinhole via triggers afaik and you also can't spawn a fully functional veinhole on a certain cell via triggers.
I only see one practical scenario for this on a map: You have a dead river with your starting units inside it and right from the start the dead river begins to fill with water, forcing you to move along the river and away from the water. Until you find a way to leave the dead river with your units. _________________ SHP Artist of Twisted Insurrection: Nod buildings
As you said walls can block veins so you can use one to act as the "dam", them is the player, AI, or a map script destroy it the water will flood the area. _________________
The only thing that might look strange is, if the waterveins are blocked by ordinary things like a patch of tiberium, a wall, a bridge, train track or any other overlay.
If it was used in a campaign mission, you could make sure there is nothing that could block the water. You could like take the camera control away from player, show a base being flooded (after you destroy a dam). Then resize the visible map area to hide this area and instead the player finds exactly the same looking area, this time just filled with real water. It wouldn't really add gameplay but would look pretty cool and make people think how the hell did they do that
Lin Kuei Ominae wrote:
You would also have problems to make it look right, in case you have already a small river with shores and want the dam break to widen the river. Because veins can't spread on the shores, they wouldn't connect seamless to the river and would look strange.
Would there be any way to allow veins to spread over shores? Create some shore looking land that isn't really shore?
Lin Kuei Ominae wrote:
You also get problems in setting the start of the growing river, because you can't control the veinhole via triggers afaik and you also can't spawn a fully functional veinhole on a certain cell via triggers.
Mig Eater wrote:
As you said walls can block veins so you can use one to act as the "dam", them is the player, AI, or a map script destroy it the water will flood the area.
As Mig Eater suggested, walls could be used to hold back the "water".
Lin Kuei Ominae wrote:
I only see one practical scenario for this on a map: You have a dead river with your starting units inside it and right from the start the dead river begins to fill with water, forcing you to move along the river and away from the water. Until you find a way to leave the dead river with your units.
This would be a fun idea, since the water spreading would affect gameplay. You could be like attacking an enemy base, and the enemy thinks he has lost so as a last desperate move he blows up the dam, forcing you to run for your life Would be fun seeing the remains of his base being swallowed by the water. _________________ QUICK_EDIT
If it was used in a campaign mission, you could make sure there is nothing that could block the water. You could like take the camera control away from player, show a base being flooded (after you destroy a dam). Then resize the visible map area to hide this area and instead the player finds exactly the same looking area, this time just filled with real water. It wouldn't really add gameplay but would look pretty cool and make people think how the hell did they do that Laughing
But you could probably do the same thing with a set of animations showing the decent of the water. QUICK_EDIT
Would there be any way to allow veins to spread over shores? Create some shore looking land that isn't really shore?
Well, for this map you could add
Code:
[Beach]
Buildable=yes
Track=100%
so the veins can spread on them. (Track is iirc the movementzone that is also considered for overlayplacement) _________________ SHP Artist of Twisted Insurrection: Nod buildings
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