What im asking is if the object has a certain place in itself that replicates an ingaem terrain grid and is give the terrain class, can it be built upon by constructors and deployables?
Yes. Some of the terrain on Pluto are just objects, and can be built by a constructor.
You can also build objects that 'sculpt' the terrain they're built on. For example I've got a series of ramps I made that can also be built via cons, which go 'poof' a second later leaving a true terrain ramp behind.
-Av-
But if the terrain object itself is still there then, as an object, you can't build on it. Which was the original question, I believe.
Unless someone drastically changed things while I wasn't looking, anyway.
If it's coded like Av's ramp objects, then it wouldn't matter, because the object would disappear, leaving terrain that can be built upon.
VSMIT.
Except that the terrain will morph to a form that can be suited. Like if you have an overhanging rock terrain object it will only go to the point before the overhang begins.
so lets see... if you built a powered object on a buildable 8x8 square, with a not 8x8 square next to it... with me so far?
you could tap a 'terrain class' object onto the powered building, that would shape the terrain underneath it into say another 8x8 buildable level square? make it go poof and it leaves the buildable terrain behind?
This isnt going where i had in mind, lol.....
Im not TRYING to fake making buildable terrain... Im trying to MAKE terrain objects that still are buildable upon, but i have another way i thought up of pulling off what i want to....
Oops... I guess I didn't read it right the first time through.
No, you can't build on 'fake' terrain. The cliffs on Pluto are an example...
-Av-
there is one way of doing it with taps
so long as you only want one type of building on this 'platform' just use the autobuild = 0 setting under [PoweredBuildingClass]. of course, it wouldnt be a terrain object in that case... hmm what exactly are you trying to do?
if ownsterrain = 0 u might be able to build on them. Collisions might be...wierd.
also might like to use clearbuildzone thingy to off for those objects....dunno..
I was thinking something like that too, like when you could build a GS on top of a Jammer... but true collisions depend on owning terrain so something like the Pluto cliffs wouldn't work right.
-Av-
Could it be done with the constructor via the upgrade thingy like I've seen done in mods likes Starfleet? That mod seems to have several level upgrades. At least with the Scion assets. It's pretty cool to do stuff like that. Kudo's to BM, and others who actually understand how get this stuff implemented. Seems like a workaround may be possible if everybody clunks heads and do a little brain storming?
BNG can i just say you perfectly solved my bridge problem... dont aks how... you just have =]
expect buildable bridges soon in BZII!
Upgrade a brige segment and the upgraded version will create another tapped one at the end - and then you upgrade that one. And if you upgrade one twice, its tap will be changed to the end of the bridge. Nice idea. :-)
Yes very nice idea :)
Gotta know how to setup the model taps right though.... :)
Easy to do with bridge segments, they're one piece... probably do it in notepad easily enough. :)
Upgrade is one way, adding a lung (tapped object) is another. Seems like you'd need a combination of them to make it work well.
Don't forget that Tapping them off makes each one depend on the one before it to exist. Blow up one and everything after it goes.
With upgrades you could just upgrade from one square long to two to three to four, keeping it all one piece. This would solve the issue with the other side being the same altitude.
Mixing them could be an interesting side game... as you could add a tapped off segment, then upgrade it into a variety of objects. For example, you could upgrade once to a down ramp, again to an up ramp, again to a cross or turn... add another piece and keep going.
What's that game? Oil Pipe? Where you put the pieces in place before the oil is released? LOL
OK, the BZ version of that would be you, as a pilot, starting out with a Cons and a bridge onramp. Behind you is a corral of Jaks all hopped up on Mtn Dew and Pop Rocks... screaming for your blood.
You have four bases ahead of you, each one with better defenses and weapons the further away they are. You have to add/upgrade a bridge such that you reach the bases before the Jak herd gets to you...
:evil:
-Av-
Thanks Av, now I have a new nightmare to worry about!!
Quote from: Avatar on July 13, 2008, 12:50:42 PM
What's that game? Oil Pipe? Where you put the pieces in place before the oil is released? LOL
Pipe Dream. I have had it for the PC and still have it for the NES (PC is better with mouse).
thats EXACTlY what i was thinking =]
the only huge problem is as AV says that they are dependent on one another. but then in a normal bridge everything goes boom if one piece does anyway usually... i just wish taps would explode too when there base is destroyed. so much more realistic.