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?
Passable player built roads
Need help with making buildable roads passible
Passable player built roads
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- Civilian Buildable Roads
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The easiest thing to use here would be the d2k concrete logic. But I don't think you can simply use that without modifying the mod.yaml (you would need to reference the d2k mod dll).
What you can try is using those passable footprints only (like "Footprint: ___").
If you have issues with rendering like I had (it simply didn't render), you have to use AlwaysVisible: instead of FrozenUnderFog: or HiddenUnderFog:. Or just ask again.
What you can try is using those passable footprints only (like "Footprint: ___").
If you have issues with rendering like I had (it simply didn't render), you have to use AlwaysVisible: instead of FrozenUnderFog: or HiddenUnderFog:. Or just ask again.

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Haha looks funny somehow with all the spies.
I cannot give advice on the technical side, got a question though: what is the road for?
I cannot give advice on the technical side, got a question though: what is the road for?
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- Graion Dilach
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The concrete logic doesn't change the sprite though AFAIK so I guess what OP aims for is impossible.abcdefg30 wrote: ↑The easiest thing to use here would be the d2k concrete logic.
noobmapmaker: Decals probably. Either that either Warcraft 1 road logic - where you could only build buildings next to those.
we've actually already got the d2k dll implemented, only thing I'm not sure about with the concrete method is still retaining the ability to sell the roads like you would a normal wall and if linebuild would work with that method either.
Using underscores for the footprint doesn't work when you have to actually place the road down like any other building, I guess because it has to have at least 1 x or = to count as a valid footprint. It mucks so much up when you try to place a building with only passable tiles in its footprint. You can't even have a building spawn another with a footprint like that.
Spies are placeholders for police officers lol.
This is actually the 9th faction in our mod, was half a joke, but its main purpose was to serve as a support faction for multiplayer that produces excess money that can be sent to other players by various means. The roads were meant to act as an expansion method, allowing you to build along them as you go.
I would love if I could use the concrete method and still have the roads visually connect to each other. It'd be a huge plus because then I could use it as terrain and have it affect unit speeds.
Using underscores for the footprint doesn't work when you have to actually place the road down like any other building, I guess because it has to have at least 1 x or = to count as a valid footprint. It mucks so much up when you try to place a building with only passable tiles in its footprint. You can't even have a building spawn another with a footprint like that.
Spies are placeholders for police officers lol.
This is actually the 9th faction in our mod, was half a joke, but its main purpose was to serve as a support faction for multiplayer that produces excess money that can be sent to other players by various means. The roads were meant to act as an expansion method, allowing you to build along them as you go.
I would love if I could use the concrete method and still have the roads visually connect to each other. It'd be a huge plus because then I could use it as terrain and have it affect unit speeds.
Ended up going with the Dune Concrete solution after all, it works best for what I needed, it's just missing the line build feature that I wanted. However building tile by tile does allow for more varied and organized looking road types to be laid out.
The pavement gives speed buffs and is laid down underneath the actual road actor, which remains on top of the pavement and can be destroyed. The current method allows multiple infantry on the same tile, better pathfinding, and no hilariously hacky looking respawning and reconnecting of roads every time a unit steps on one.
Preview with road tiles by Katzsmile
https://dl.dropboxusercontent.com/u/152 ... zsmile.png
The pavement gives speed buffs and is laid down underneath the actual road actor, which remains on top of the pavement and can be destroyed. The current method allows multiple infantry on the same tile, better pathfinding, and no hilariously hacky looking respawning and reconnecting of roads every time a unit steps on one.
Preview with road tiles by Katzsmile
https://dl.dropboxusercontent.com/u/152 ... zsmile.png