No unit tracks / footprints on areas of a map

No unit tracks / footprints on areas of a map

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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

No unit tracks / footprints on areas of a map

Post by Beherith »

While drudging through sauce, I found the following gem:

terrType.receiveTracks = terrain.GetBool("receiveTracks", true);

Which means you can specify that that terrain type in the typemap will not have unit tracks:

Code: Select all

[TERRAINTYPE0]									//which terrain type goes where on the map is determined by the typemap
	{
		name=Ground;									//human visible identifier of the terrain type
		hardness=1;										//multiplier of the global maphardness value (default value=1)

recievetracks=0; // 0 means no tracks, 1 means tracks will be left. default 1
		tankmovespeed=1;							//multiplier of tank units speed after slope mods etc has been applied (default value=1)
		kbotmovespeed=1;							//multiplier of kbot units speed after slope mods etc has been applied (default value=1)
		hovermovespeed=1;							//multiplier of hover units speed after slope mods etc has been applied (default value=1)
		shipmovespeed=1;							//multiplier of ship units speed after slope mods etc has been applied (default value=1)
	}
SeanHeron
Engines Of War Developer
Posts: 614
Joined: 09 Jun 2005, 23:39

Re: No unit tracks / footprints on areas of a map

Post by SeanHeron »

Very nice ! I'd been thinking we won't use tracks at all for Engines of War / the Busan map, since it's so much urban, road and such. That solves that problem of course :D.
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