Passable player built roads
Posted: Sun Apr 17, 2016 9:32 am
My friend and I are trying to find a way to make a buildable road that units can actually pass over that can still take advantage of linebuild traits.
Our current hacky attempt was making the roads crushable and just spawning themselves back, which makes them technically indestructible unless you sell them, and the unit pathing doesn't allow more than 1 infantry on the tile at a time. Every time a unit steps on a road tile, you can see the road revert to it's connection-less sprite state as the new actor is spawned in.
I've tried changing the footprint of the road actor from 'x' to '_' to '=', and only 'x' will allow anything to actually be built and connect together which of course blocks all movement on to that tile unless you make the road crushable. '_' simply doesn't allow me to place the road. While '=' allows me to place the road, but linebuild ceases to function.
I've tried setting the road as immobile with OccupiesSpace set to false, like the landmine, no go there because IOccupySpace is defined twice due to the Building trait.
Trying to get the road to kill itself and spawn in a road actor with a different footprint simply crashes the game and lets me know there's no valid footprint.
I'm sure there's a simple way to do it, but after reading through so much code on the github for a few days with no luck and many different attempts, I'm just saying screw it and asking the forum for help. Any more hacky ideas or anyone actually know the proper way to make the road passable for units?
Our current hacky attempt was making the roads crushable and just spawning themselves back, which makes them technically indestructible unless you sell them, and the unit pathing doesn't allow more than 1 infantry on the tile at a time. Every time a unit steps on a road tile, you can see the road revert to it's connection-less sprite state as the new actor is spawned in.
I've tried changing the footprint of the road actor from 'x' to '_' to '=', and only 'x' will allow anything to actually be built and connect together which of course blocks all movement on to that tile unless you make the road crushable. '_' simply doesn't allow me to place the road. While '=' allows me to place the road, but linebuild ceases to function.
I've tried setting the road as immobile with OccupiesSpace set to false, like the landmine, no go there because IOccupySpace is defined twice due to the Building trait.
Trying to get the road to kill itself and spawn in a road actor with a different footprint simply crashes the game and lets me know there's no valid footprint.
I'm sure there's a simple way to do it, but after reading through so much code on the github for a few days with no luck and many different attempts, I'm just saying screw it and asking the forum for help. Any more hacky ideas or anyone actually know the proper way to make the road passable for units?