Is there anyway to make the ships not pass over land? Is there any PRPL commands to make it happen? Because i am making a map which involves ships not going past land. Any help will be appreciated. :)
I second that. I had an idea for a map earlier I pushed away due to the fact ships can fly over anything.
We have different kinds of struc already, so maybe an EMP type? :D
You could always do a map that where the land starts on an edge, The ships won't fly over land if there isn't open space for it to go to.
That's a good way to do it.
Not when you want a labyrinth. :P
Well, you could PRPL a script to move with a ship bridge and blow it up if the Core hits a land tile...
Quote from: GoodMorning on September 25, 2016, 07:02:37 AM
Well, you could PRPL a script to move with a ship bridge and blow it up if the Core hits a land tile...
I think that is what i am going to do! I will have different terrain in the middle of the "walls". Now the question is, how do i make it without using the reference?
I have already looked at some of Planet Fall's scripts, but that just makes me more lost.
Get unit coords, GetLand if <-UID DestroyUnit endif
The first part I do not recall the command for, but that should be obvious from one of planetfall's scripts. Or you could use PixelToCell.
I would also advise you to do every 2 frames instead of every frame. You'll see an increase in performance without affecting gameplay significantly. This is really relevant when you're doing this with a full fleet.
Ok, thanks everyone! I will try it tomorrow when i have more time! :)
Quote from: Nicant on September 25, 2016, 09:14:28 PM
Ok, thanks everyone! I will try it tomorrow when i have more time! :)
Alternatively you could consider a feature similar to Mission 15 of the story, where the planet has a big "particle shield" around it's land. You could give the particles that create the shield the same value as the ones that spawn at the _end_ of Mission 16, those particles kill everything they touch really, really fast.
This would also be a great visual cue to the player that it's a dangerous area and you could make an objective too like on Mission 15 where bringing down a building takes out the shield (Or keep it on permanently).