Hello, people from Hive.
I am new at the site and made an account specifically for this question.
Results that I did tests in world editor to find a cool way to create randomly generated terrain, also playable.
But I have come upon neuron incinerating results.
I made a map which consisted in simply water, when you play it, the triggers make up the terrain by conecting and elevating spared points.
However the units remember the movement allowance from the world editor.
Explained more, the units that float, such as boats, go up and around hills as wanted, because they believe that still the entire map is water.
On a similar way, if I make a walking unit above a bunch of generated terrain, the unit looks stuck unable to walk the land that he resides over.
The clipping is no problem. The terrain shapes are recognized.
The visceversa happens when the start is all upland and the triggers sink bits.
The units that walk can cross the amazonas as jesus does and the floating units can only pretend to be dial posts.
A way to work around this was to concede a portion of my patience and make them all amphibians.
Make a system that detects every 0.26 seconds if a land unit is at water level or a floating unit on elevated land, send a message to the owner accusing him of unrealistic behavior and delete the unit, discount him gold, play a fun song and force his defeat with a message that expresses my anger very well.
I made other maps with changing 'possible ways layout', with fixed zones, and removing or adding bridges that connect them, for example.
But as the theme is natural and castigating, I want the organity of the first mentioned method.
If you would help me, thanks.
I am new at the site and made an account specifically for this question.
Results that I did tests in world editor to find a cool way to create randomly generated terrain, also playable.
But I have come upon neuron incinerating results.
I made a map which consisted in simply water, when you play it, the triggers make up the terrain by conecting and elevating spared points.
However the units remember the movement allowance from the world editor.
Explained more, the units that float, such as boats, go up and around hills as wanted, because they believe that still the entire map is water.
On a similar way, if I make a walking unit above a bunch of generated terrain, the unit looks stuck unable to walk the land that he resides over.
The clipping is no problem. The terrain shapes are recognized.
The visceversa happens when the start is all upland and the triggers sink bits.
The units that walk can cross the amazonas as jesus does and the floating units can only pretend to be dial posts.
A way to work around this was to concede a portion of my patience and make them all amphibians.
Make a system that detects every 0.26 seconds if a land unit is at water level or a floating unit on elevated land, send a message to the owner accusing him of unrealistic behavior and delete the unit, discount him gold, play a fun song and force his defeat with a message that expresses my anger very well.
I made other maps with changing 'possible ways layout', with fixed zones, and removing or adding bridges that connect them, for example.
But as the theme is natural and castigating, I want the organity of the first mentioned method.
If you would help me, thanks.