Insight
Posts : 34 Reputation : 1 Join date : 2016-09-25 Age : 70 Location : California
| Subject: Angle of buildings, Wed Oct 05, 2016 2:20 am | |
| I have always been curious about the north to south orientation of the buildings used to generate units (180°). The generation node is always south/ bottom of the building and in many scenarios units can pile up on the door of the building stopping the generating of more units. I have been able to alleviate the problem somewhat by generating the building from the right or left bottom corner getting up to a 45° angle of the building tilt but the node stays the same, south orientation. Since the orientation is center of the building and not the node a greater angle seems not to be feasible. When making my own maps an option for building angle is possible thru the unit properties but that only seems to apply to scripted game play where the building will already exists though I don't know what the parameters are as I haven't created one yet. Setting the angle at 0° would presumable change the building to an opposite south to north orientation. I was wondering if others might have further 'insight' into this area. | |
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Vhaerun
Posts : 118 Reputation : 12 Join date : 2014-01-12 Age : 44 Location : VA, USA
| Subject: Re: Angle of buildings, Wed Oct 05, 2016 2:15 pm | |
| First, the building's build platform is separate from the building so when you build a building and the angle of that building changes but not the build platform. I remedied that problem by making a building's build platform part of the building, then changed the build-angle in the fbi to 65000, since zero is default. Also, if the build angle is changed in the fbi to a angular degree like 65000, the building will not just build at 65000, but will randomize the building's angle from zero to 65000 so you would have all sorts of angles. The building built most units fine at angles less than or equal to 90 degrees. Also, if a unit's footprint was greater than 3 and the build angle was greater than 45, larger units such as catapults could not be built. In addition, at angles above 90, the building could not build a unit. And most important of all is that most buildings look ugly if not facing front due to missing polygons on the rear. My answer would be that the building's yardmap controls the building so you would have to fiddle around with that until you have a solution. | |
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Insight
Posts : 34 Reputation : 1 Join date : 2016-09-25 Age : 70 Location : California
| Subject: Re: Angle of buildings, Wed Oct 05, 2016 6:17 pm | |
| Thanks for the timely response. Though a bit more technical than I expected it makes sense. Still the angle of the building is hard to predict as the alignment to the building has a specified tolerance and gamer error is inevitable. I just ran a test on a 35x35 map and was only able to "hit my mark" first try 3 out of 5 times which isn't bad considering the fact I was under the gun in just 5 minute. But that's plenty of time to setup a viable defense with an ever building offensive. I'm working on perfecting my map making skills and I hope to have some fun stuff for download soon. Agian, thanks for your timely response and I hope to hear from other TA-K gamers in the near future. | |
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Vhaerun
Posts : 118 Reputation : 12 Join date : 2014-01-12 Age : 44 Location : VA, USA
| Subject: Re: Angle of buildings, Wed Oct 05, 2016 7:30 pm | |
| Your welcome. Sure you could set the buildings to have a no angle build such as setting the build angle to zero and the buildings would point south, but currently, having the angles set like they are...maybe it's an aesthetic thing. | |
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