View Full Version : Tall buildings
Imp
October 9th, 2017, 10:06 PM
Been trying to get this to work again scenario 500 zip attached.
Best way I can find is create a hill at the height you want & put impassable terrain on it then surround it with buildings.
Your HQ is placed there in the example.
Multi hex buildings do not work past deploy stage, building 12,16 is the minimum size. Has squads in all exterior hexes.
Putting a hill under the interior hex raises all adjacent building hexes but it does not save even if its the last map action done.
i.e. place level 4 hill gives level 35 buildings surrounding.
May want to turn smoke on to test the HQs view there are a few fires.
Impassable terrain in roads raised to level 3 or 4 using * key is meant to represent fallen heavy rubble, vehicles cannot enter & infantry need to be on to see over & get cover.
Simple adjustment to urban maps changing LOS & denying areas to vehicles unless they want to risk crashing through buildings.
RightDeve
October 9th, 2017, 10:36 PM
Finally another high-rise-building thread.
I also experimented with it long time ago.
You can actually use multi-hex buildings, but only those that have empty space in the middle. That's where you put the hill (using * key) and put the impassable/rough on its cap.
Smokes, lower buildings, lower terrain elevations, and trees, all can be overcome when climbing such high rise buildings. I have tested it in two PBEM with these buildings.
Hopefully the developers will get this feature in the next release.
Two maps attached (slots 875 and 876):
https://lh3.googleusercontent.com/kMycY3EgN2xei5Q1a5PCzZ9WNW_l52AXW-DqYWgRTNhJKqL0z2XCEJ0bb2Cx621ko3ckwnyx_6CvLsweocBy cGS4q16OsoYOiK56cwoFogNNd43965RKiU0e-_KAhohRM8NQ5pnOZcO4GUEFUxcgJ835RoYy-vIQSTWoENeP3GzdwJ2sSzbzMRvXnfHLhrwntXJJiA7FdHR5nDC CIJ8joFEfcTi2_5ue73BPip7QQYy3o9G-feis2VOFwbssfeeQfqxH3NXNUn6KDVXEQNMNiJ5lgnpz8CrYrG XmDM1l8SC63YwEvgAHyJFIwjGSBnUJaB1tWoUUsEqEhnrUkj4-v1QEAzJqe9sUSPzYcOlqNcKVr1sAkHQwXx4fiFimxawhnD6ryF yfFbh0Qx1_VRXAZX-pENM2BEIWlFWWq-5PhUHTrgQLaz-9eIh15JnnsVRZuEI0dszSSM35Xipm89n7Gz9-qMFsAbdTPboh6lPNLNCsvM9IorrCUuMiI82iRSMl96DTsd2zQv yLBEaAkjh2cUSwyoWQlP_r8woWaEC7u1koXfy81CE2IAejzfar odnRIAxjRWNvsHoHmqsU83d0i5x6J9TcMr--jK_BJaq5NQ=w1144-h643-no
https://lh3.googleusercontent.com/qw844vVbGSbPQTm7SxExL3pjYfOjm48vAtkqh01_Lkgx3YqrMx mOgnD7cQEZehtzQWfpgAUaIE4FG5_4ii2J4ktP9ycNpXeyw8Ub syX4WtD4OpDiKdaTZU-OBH6MV0XmenmhCBunIoqkySnx7fjlXpnZWDvokvuB9cCbMn5Yq yXX2BXlOEz90AW-8oVsGz060DP7IkpPg0nf42M0YtAqOmlCH376XupjA44bGtWP1F 7CkZSZUgd-HsXjE1vd8sFpTMltBV-2kV244jVgVi7XJsyzKF67ci4w0UBxYGl4Sytjm-XBDmw4bRsBXXBuoYvqGXO-BTNn6X9yKxsz1CwTmEgIvvNbOTczgaMqOTnh9YlLOpweuXHEWJ 5zN12oMn44jm9JnLkPZ4MPjzR_rbtqlYWy7EEUhBqg5E5FX98V 8DMjTyT4MOvyHSXM5ByKvjerulkNFZaIozJjNNtpgKM3zxEMGT cRXbM2OzoPvOTz0kmIN-T5fpvfWU2NT4uZIUQKUsdjHxwFpUlfjIUgggGRc0GaYu3uFMaJ jMIuyIW8-FTlskFNEZGZRNdOUu33ZvxoBAnjHMDCSudwRDSVUxvQ6PbKU5n jL_SqKMyj2IURkw=w1144-h643-no
shahadi
October 9th, 2017, 10:52 PM
I also played with this idea, but following one of Pyro's threads to no avail. So, I am resigned to wait upon an official release, although the ideas in this thread are interesting.
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shahadi
March 27th, 2018, 12:31 PM
Been trying to get this to work again scenario 500 zip attached.
Best way I can find is create a hill at the height you want & put impassable terrain on it then surround it with buildings.
Your HQ is placed there in the example.
Multi hex buildings do not work past deploy stage, building 12,16 is the minimum size. Has squads in all exterior hexes.
Putting a hill under the interior hex raises all adjacent building hexes but it does not save even if its the last map action done.
i.e. place level 4 hill gives level 35 buildings surrounding.
May want to turn smoke on to test the HQs view there are a few fires.
Impassable terrain in roads raised to level 3 or 4 using * key is meant to represent fallen heavy rubble, vehicles cannot enter & infantry need to be on to see over & get cover.
Simple adjustment to urban maps changing LOS & denying areas to vehicles unless they want to risk crashing through buildings.
Finally another high-rise-building thread.
I also experimented with it long time ago.
You can actually use multi-hex buildings, but only those that have empty space in the middle. That's where you put the hill (using * key) and put the impassable/rough on its cap.
Smokes, lower buildings, lower terrain elevations, and trees, all can be overcome when climbing such high rise buildings. I have tested it in two PBEM with these buildings.
I was, finally, able to create tall buildings; however, why is it necessary to cap the the "high" hill with impassable/rough terrain?
My mistake was that I kept putting my building on the high hill rather than surrounding the high hill with buildings.
I set the high hill at a height of 255.
Be patient, often I find I experience a "senior moment." :smirk:
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DRG
March 27th, 2018, 01:57 PM
That has always been possible it just takes patience and should be the last thing you do on the map.
Using the advanced editor allows undo and redo which saves a LOT of frustration and allows you to build them off the main map then cut and paste them in
You have to "sneak up on it" then carefully remove the excess hill showing and avoid the registration hex
http://forum.shrapnelgames.com/attachment.php?attachmentid=15293&stc=1&d=1522173413
and in case anyone's wondering ....NO we didn't do anything on this....what we posted as the features added are all the features added
Suhiir
March 27th, 2018, 04:43 PM
I hadn't thought of this ... think I'll "borrow" the idea for a couple of the scenarios I have in mind.
Imp
March 27th, 2018, 05:27 PM
The big problem with adding this is as a game feature is I am guessing producing an object that has both the object height and the unit height.
Object height is simple trees to name but one but the unit is always at ground level.
Unit height (ground) things like tall grass snow drifts the unit sits on top at the object height.
The only option would probably be a 2 step option.
1 An object with adjustable height like trees, stone building defensive characteristics and impassable terrain movement characteristics.
2 An object that can be placed in the same hex and adjusts the unit (ground level) height possibly with no icon.
Lot of work really for something that might not work due to unforseen coding entanglements.
RightDeve
March 27th, 2018, 10:06 PM
The impassable/rough "cap" is to ensure cover and concealment are good, because it is still "part" of the building.
And I tried with copy pasting to remove outlying slopes or any other methods I could think of. Nothing. It may appear correct at first glance, but once the map is scrolled (refreshed) the height values show flat building. The single hex containing the hill is key.
Imp's suggestion gives food for thought that maybe some (new) building types have obstacle height quite tall. Thus in itself, it's already tall, without underlying terrain being tall (which AFAIR was what Mobhack said what makes it difficult is that buildings always flatten small patch of elevated terrain).
DRG
March 27th, 2018, 10:19 PM
It has been awhile since I poked around with that and yes. it may stay on a saved map but once troops are placed and the game started it will often revert to ground level but the effect can be inconsistent. I have seen it clear down.......and not as shown here
http://forum.shrapnelgames.com/attachment.php?attachmentid=15294&stc=1&d=1522203852
That reading shown is from the left hex the infantry occupies and that example is from a saved and reloaded scenario
RightDeve
March 28th, 2018, 12:33 AM
I would like that saved file please.
My experiences in the past always showed ground level building using that technique.
But as you said, maybe your case was an exception to the rule.
Re: imp's suggestion, I was thinking if troops standing on wheat fields have higher elevation LOS (I've tested this) then maybe a new building type could be created like that. That is, instead of "object height" as in Trees in which the troops don't have higher LOS, make it like "terrain height" as in grass/wheat fields (I saw even when ground level says 0, but the wheat field height is 3 AFAIR, troops still have higher LOS; this is proven when the troops stand outside of the wheat field its LOS is blocked, but when standing on the wheat field, the LOS can go far across the wheat fields).
Given new building type has been created in the past (adobe buildings), I think creating a new building type with such "height" is not impossible.
DRG
March 28th, 2018, 05:52 AM
The lower right building with the C0 and D0 units
RightDeve
March 28th, 2018, 06:42 AM
https://lh3.googleusercontent.com/vRY0Vjj_iZh8g5aBJoDSq_VjgxQ4ELtl_dyD8GQmcxh_LzU8i6 qdofRwJu3lKdR9Vh1nmzYJw4n4xyaF27nr9kVvRsJyHhGOPZE_ SCUE-JMefKWoLxvreeMe-68SXpULynfjnYgHnvVEmM7z8qZ63-dAVlroljoYmBThYBTtyIYIyQM0wngFXaUr2Lk1U3OLFF6QrFRN 60eJ_5UttZSb4JtOE_dHcMwmRID-Dg_vuj_nwdI-LDYB0JnuhijE3YDidGUntLFzxjf-aKXZx5H92TBOjwvaROPoImTP6JuME96fpp_lLXX7LmuZ_0hCAK AKxBUSQUKu_DKasM7D4TkYwfbHFBsyLUch8UT765dui0oHp0Dr kGYW2nh5V--ZlgQYKPPUnk2hcYZqFOhYrh0vho9BMRI4aBZ1Ka4H9igR0-cEdLL_2j1auqzuQ2oGav2X4uyD6R6VsypUz1JcDtinNYTOsAJ2 E7uM2xyoJqm_asYAEBbBglMSZC-35v1i8e-7JueKBIwZ7Ak2KBn4AV-CWajbiPWgng55wNX6p3FpIrs3QOOTbKosJkkGKWDbzKboivbkY neDjUoKvnBXsmEDKWJrLqj0FKj2KefcTXSrZvSXTm8rYCG0OYM kh5ST9M8A8bEM1vYbbFUoZDzw-ggSoUaqKMAuGoyL=w399-h300-no
Still shows high hills/slopes surrounding all buildings, only the "hills/slopes" graphics aren't showing (shows flat). Height values can be seen from the red info bar.
DRG
March 28th, 2018, 08:11 AM
How exactly did D0 and C0 become vehicles?
This is all going down a rabbit hole I am not the least bit interested in pursuing at this time or in the near future. I am far too busy trying to get this patch out. It is what it is, live with it
Mobhack
March 28th, 2018, 08:20 AM
I did not have time to get round to building height this year - probably next year I will put in a building height map layer for maps, which the code can read and so not reduce "tall" buildings back to the "default height" for buildings in the bit of code that fixes up maps data.
RightDeve
March 28th, 2018, 09:07 AM
Thank you Andy!
Don, please take this height building off your mind for now, I am not expecting any height building this year anyway, so... regarding units becoming vehicles, I believe it has something to do with your new OOB (for the new patch) which is then translated to some other units on my old OOB. Probably.
Cheers!
DRG
March 28th, 2018, 09:40 AM
:doh:You loaded it into MBT!!
It's clearly marked WW2 but those are LVTH6
RightDeve
March 28th, 2018, 10:39 AM
Hahahaha.. oh well.. I'm really sorry!
But I'm not fully at fault here Don, this is SPMBT forum for pete's sake :D :D
Well at least nothing serious. I was truly afraid this unit-changing probelm might postpone the patch at least 1 year ;)
Anyway, loaded the scen into SPWW2 and slopes are still around all building, without the slope/hills graphics, same as my past experiences.
Cheers!
shahadi
March 28th, 2018, 12:34 PM
I did not have time to get round to building height this year - probably next year I will put in a building height map layer for maps, which the code can read and so not reduce "tall" buildings back to the "default height" for buildings in the bit of code that fixes up maps data.
Years ago, we had a thread discussing placing troops within the building such that the building provides some "cover" as well as elevated LOS. I seem to recall, the code was in such a mess (we used to call it "spaghetti code") that it was deemed to difficult or not worth the effort at that time.
Finally another high-rise-building thread.
Smokes, lower buildings, lower terrain elevations, and trees, all can be overcome when climbing such high rise buildings. I have tested it in two PBEM with these buildings.
Interesting ideas to increase the LOS, especially useful in Urban Operations (UO) scenarios. I envision scouts and FOOs placed on high buildings and snipers as well.
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