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Regions
SpiritTauren

Regions

@deepstrasz
Update: while creating them regions in game in a procedural manner would've been easier (I've got algorithms for that, limited only by the supported quantity of regions in WE), I'm glad I did all this work and placed them manually. I've finished allocating all regions' radiation value (partially based on objects placed within them). And that variable takes different integer depending on the center of the placed object/destructible and decays with the range of the said object's dimensions. For example: high radiation area of the front and back parts of a car (placed diagonally on this screenshot) is narrower than its side part. I would've not been able to manually assign correct radiation areas as fast as I did, had I chosen to create regions in game.

On top of that, radiation storms (random events, depend on player's LUCK, already implemented) add to the environmental radiation.
 
@SpiritTauren hmm, so you're saying preestablished regions is better? But this way you only use a fixed size while via triggers you can create regions/points with specified width, no?
 
@deepstrasz Yeah, it's not really "better" overall. As you said, each way has its own + and -. Placing them manually took a lot of time and limited the map size, but allowed to do some other things faster and with better precision. I'm still learning, though. If I ever decide to develop this demo (when finished) into a full-scale project, I'll definitely re-think this decision.

As for the individual region size, I actually needed identical small regions for the chess-grid (movement, combat). Granted, generating regions with functions allows the custom size each time, as you mentioned. This feature wasn't needed at that time (2 years ago). If I ever add custom regions for other purposes now, I'll certainly use functions.
 

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Map Terrain
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SpiritTauren
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