Moving Regions/Paths
Moderator: Moderators
- willinator
- Major

- Posts: 517
- Joined: Sun Mar 13, 2011 3:11 pm
- Projects :: [Coming of the Sentinels]
- xbox live or psn: PC pwns all!
- Location: The rings of Saturn...
Moving Regions/Paths
I was wondering something. I want to make a weapon which moves regions and paths. Now, I don't mean that you point it at the region and move it. I mean that I place a region and path down in zero editor, and when I fire the weapon the region and path move to where the ordnance hits. I know that Jaspo did something like this for his one-map-mappack, but at the start of the game, so it should be possible. Any ideas?
-
Marth8880
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: Moving Regions/Paths
Hmm, could you please elaborate about that function in the One Map Mappack? How do you know Jaspo did that?
- willinator
- Major

- Posts: 517
- Joined: Sun Mar 13, 2011 3:11 pm
- Projects :: [Coming of the Sentinels]
- xbox live or psn: PC pwns all!
- Location: The rings of Saturn...
Re: Moving Regions/Paths
When you first spawn, all the cps are scattered all across the map. When you enter one of the portals, you are teleported to one of the various areas. As you are teleported, all of the relevant command posts that aren't already in that location are teleported to the map (That's the reason why the cps are green in the battlezone, because the original effect doen't transfer).
- yuke5
- Field Commander

- Posts: 945
- Joined: Wed Jun 29, 2011 10:42 pm
- xbox live or psn: My steam is yuke5.
- Location: Vermont
Re: Moving Regions/Paths
Maybe this can shed some light.Jaspo wrote:
Yes, you do indeed see a new color, and it is on a CP. However, it's part of a seemingly necessary bit of trickery; as you probably know, the game has a 16 CP per mission limit, and as you might've guessed, 8 maps require a good deal more than 16 CPs. To meet this need, in the later maps I simply teleported some of the existing CPs to new locations and assigned them new spawn paths and capture regions.
EDIT: Ninja'd
- willinator
- Major

- Posts: 517
- Joined: Sun Mar 13, 2011 3:11 pm
- Projects :: [Coming of the Sentinels]
- xbox live or psn: PC pwns all!
- Location: The rings of Saturn...
Re: Moving Regions/Paths
Oh, maybe that thing about Jaspo reassigning the spawn paths and capture regions explains what I was thinking of. However, this solution would not work for what I had in mind. You see, I intended that the location of these regions and paths would change constantly throughout the game, and at any location.
- yuke5
- Field Commander

- Posts: 945
- Joined: Wed Jun 29, 2011 10:42 pm
- xbox live or psn: My steam is yuke5.
- Location: Vermont
Re: Moving Regions/Paths
What you could do is have a starting region which is activated, and then create a grid of regions. If the ordinance lands in the region, that region is activated and the old one is deactivated. It'd be pretty complicated though, and I can't even imagine how hard it would be to code for (if it'd even be possible)
-
THEWULFMAN
- Space Ranger
- Posts: 5557
- Joined: Tue Aug 17, 2010 3:30 pm
- Projects :: Evolved 2
- Location: Columbus, Ohio
- Contact:
Re: Moving Regions/Paths
Do you want the long version of the answer or the short version?
The short answer is this is impossible, I'm sorry.
The long version:
The short answer is this is impossible, I'm sorry.
The long version:
Hidden/Spoiler:
- willinator
- Major

- Posts: 517
- Joined: Sun Mar 13, 2011 3:11 pm
- Projects :: [Coming of the Sentinels]
- xbox live or psn: PC pwns all!
- Location: The rings of Saturn...
Re: Moving Regions/Paths
Okay, I've recieved the answer I'm looking for. The reason I was looking for this was to achieve a certain effect, and I have a different solution in the past for what I want to do (moving regions and paths was just a roundabout way of doing it). Thank you.
