.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Salvo! - Save $6.00
winSPMBT: Main Battle Tank - Save $5.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPMBT > Campaigns, Scenarios & Maps
Notices


Reply
 
Thread Tools Display Modes
  #11  
Old March 28th, 2018, 05:52 AM
DRG's Avatar

DRG DRG is offline
National Security Advisor
 
Join Date: Mar 2005
Location: GWN
Posts: 9,230
Thanks: 1,559
Thanked 2,337 Times in 1,216 Posts
DRG will become famous soon enough
Default Re: Tall buildings

The lower right building with the C0 and D0 units
Attached Files
File Type: zip SPWW2_TEST+Scenario925.zip (30.6 KB, 36 views)
__________________
Reply With Quote
  #12  
Old March 28th, 2018, 06:42 AM
RightDeve's Avatar

RightDeve RightDeve is offline
Second Lieutenant
 
Join Date: May 2008
Location: Yogyakarta, Nusantara
Posts: 455
Thanks: 96
Thanked 97 Times in 64 Posts
RightDeve is on a distinguished road
Default Re: Tall buildings



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.
Reply With Quote
  #13  
Old March 28th, 2018, 08:11 AM
DRG's Avatar

DRG DRG is offline
National Security Advisor
 
Join Date: Mar 2005
Location: GWN
Posts: 9,230
Thanks: 1,559
Thanked 2,337 Times in 1,216 Posts
DRG will become famous soon enough
Default Re: Tall buildings

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
__________________
Reply With Quote
  #14  
Old March 28th, 2018, 08:20 AM
Mobhack's Avatar

Mobhack Mobhack is offline
National Security Advisor
 
Join Date: Mar 2005
Location: Dundee
Posts: 5,086
Thanks: 32
Thanked 1,091 Times in 765 Posts
Mobhack is on a distinguished road
Default Re: Tall buildings

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.
Reply With Quote
The Following 4 Users Say Thank You to Mobhack For This Useful Post:
  #15  
Old March 28th, 2018, 09:07 AM
RightDeve's Avatar

RightDeve RightDeve is offline
Second Lieutenant
 
Join Date: May 2008
Location: Yogyakarta, Nusantara
Posts: 455
Thanks: 96
Thanked 97 Times in 64 Posts
RightDeve is on a distinguished road
Default Re: Tall buildings

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!
Reply With Quote
  #16  
Old March 28th, 2018, 09:40 AM
DRG's Avatar

DRG DRG is offline
National Security Advisor
 
Join Date: Mar 2005
Location: GWN
Posts: 9,230
Thanks: 1,559
Thanked 2,337 Times in 1,216 Posts
DRG will become famous soon enough
Default Re: Tall buildings

You loaded it into MBT!!

It's clearly marked WW2 but those are LVTH6
__________________
Reply With Quote
  #17  
Old March 28th, 2018, 10:39 AM
RightDeve's Avatar

RightDeve RightDeve is offline
Second Lieutenant
 
Join Date: May 2008
Location: Yogyakarta, Nusantara
Posts: 455
Thanks: 96
Thanked 97 Times in 64 Posts
RightDeve is on a distinguished road
Default Re: Tall buildings

Hahahaha.. oh well.. I'm really sorry!
But I'm not fully at fault here Don, this is SPMBT forum for pete's sake

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!
Reply With Quote
  #18  
Old March 28th, 2018, 12:34 PM
shahadi's Avatar

shahadi shahadi is offline
First Lieutenant
 
Join Date: Nov 2010
Location: I ain't in Kansas anymore, just north of where Dorothy clicked her heels is where you'll find me.
Posts: 754
Thanks: 408
Thanked 186 Times in 143 Posts
shahadi is on a distinguished road
Post Re: Tall buildings

Quote:
Originally Posted by Mobhack View Post
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.

Quote:
Originally Posted by RightDeve View Post
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.

Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:12 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2018, Shrapnel Games, Inc. - All Rights Reserved.