Posted: Wed Feb 02, 2011 4:12 pm Post subject:
ToOverlay
Does this art.ini key work as intended? I tried to use it to convert a 2x2 building (that you can buy) into an overlay that has customized land characteristics. The idea works like pavement, but instead of making vehicles travel faster on it, it would stop vehicles from moving over it. But after testing I can't get the building to convert to overlay properly. When I place the building on the ground it simply appears as an invisible selectable building that blocks any units from moving over it.
I've added the new overlay to the end of the OverlayTypes list, and defined it under overlay objects:
Code:
[OverlayTypes]
...
183=INFCOVERO
******* Overlay Objects *******
[INFCOVERO]
Name=Infantry Cover
Image=VEINS ; Just for testing
LegalTarget=true
RadarInvisible=false
Land=INFCOVERL ; New land type
RadarColor=92,92,92
What am I missing here? I've searched the forum and read it's possible to build veinhole monsters, but even when I tested ToOverlay=VEINHOLE, I simply got the invisible building again. _________________ QUICK_EDIT
1. you can't add a new land type (in game.exe at hex offset 0x002f6d58 you can find them all listed)
2. Overlays are hardcoded to work with a 1x1 foundation only (afaik). _________________ SHP Artist of Twisted Insurrection: Nod buildings
I reduced Foundation to 1x1 and made it use Land=Rough, but it still showed up as an invisible building that no unit can pass through. But since you can't define new land types and if the foundation really is limited to 1x1, this isn't worth more research. _________________ QUICK_EDIT
Wall=yes is necessary to make the key ToOverlay work. So you should remove the comment semicolon. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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