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Height boundaries

Posted: Mon Nov 20, 2006 11:31 pm
by Elmo
How do I make the height boundaries of a map... higher?! Since I'm making a mountain map this is important :wink: :lol:

RE: Height boundaries

Posted: Mon Nov 20, 2006 11:36 pm
by fat_walrus
I believe boundaries extend forever each direction. Unless they dont you might be able increase their height by raising the terrain with a read-only .ter fileor somehow moving the node height.

Posted: Mon Nov 20, 2006 11:43 pm
by Elmo
Ok, should I listen to your PM or previous post?

Posted: Mon Nov 20, 2006 11:56 pm
by PvtParts
You mean height boundary as in ceiling? You change the number in your lua. It'll be about mid way down, above the jedi combo stuff (which is right above the unit setup). Its like PlayerMaxHeight (X) and MaxHeight (X). The default is 40 I think. If you dont have any flyers on your map you can set it something really high. If you do, you may want to make sure that you cannot see the edges of your terrain when in a flyer at a given height.

Also, just incase you dont know already, the Player prefixed settings apply to you, whereas the unmarked ones apply to AI in general. This is useful if you want to be able to fly up and around, but want your ai flyers to remain down towards a select area.

Posted: Mon Nov 20, 2006 11:58 pm
by Elmo
PvtParts wrote:You mean height boundary as in ceiling? You change the number in your lua. It'll be about mid way down, above the jedi combo stuff (which is right above the unit setup). Its like PlayerMaxHeight (X) and MaxHeight (X). The default is 40 I think. If you dont have any flyers on your map you can set it something really high. If you do, you may want to make sure that you cannot see the edges of your terrain when in a flyer at a given height.

Also, just incase you dont know already, the Player prefixed settings apply to you, whereas the unmarked ones apply to AI in general. This is useful if you want to be able to fly up and around, but want your ai flyers to remain down towards a select area.
Where is the LUA?

Posted: Tue Nov 21, 2006 12:03 am
by PvtParts
data_modid\Common\Scripts\modid_era.lua

modid being 3 letter mod name, era being g for galactic civil war or c for clone wars

I absolutly need to say this, read the documentation. You have no idea how much it helps and how many clowns think they are saving time by not reading it.

Posted: Tue Nov 21, 2006 12:04 am
by Elmo
PvtParts wrote:data_modid\Common\Scripts\modid_era.lua

modid being 3 letter mod name, era being g for galactic civil war or c for clone wars

I absolutly need to say this, read the documentation. You have no idea how much it helps and how many clowns think they are saving time by not reading it.
Which doc?

Posted: Tue Nov 21, 2006 12:19 am
by PvtParts
In the BF mod tools folder there should be a folder named documentation. This is a very good resource. Start with getting started, and from there just go by what you need.

Posted: Tue Nov 21, 2006 12:20 am
by Elmo
Ok, I mean I;ve read a lot of the docs including the getting started one but they didnt make very much sense :lol: Jk. I didnt understand a few things.

Posted: Tue Nov 21, 2006 12:28 am
by PvtParts
Yeah. Its fine if you dont understand, in which case feel free to ask. But so many people claim they don't when they are just too lazy to put a bit of time into it and read it thoroughly.

I'd say read it again (haha) and then, ask away.

Posted: Tue Nov 21, 2006 12:41 am
by Elmo
yes yes of course :wink:

Posted: Tue Nov 21, 2006 12:54 am
by fat_walrus
If you take a look at your LUA it has some fun stuff in it you can mess around with (unless you mess up then you die)

Posted: Fri Nov 24, 2006 12:52 pm
by DarthD.U.C.K.
If you edit the lua, you should work wth a professionaly editor, because there are errors in the mungelog like wrong simbol in line xxx its boring to count the lines.

Posted: Fri Nov 24, 2006 12:54 pm
by Elmo
DarthD.U.C.K. wrote:If you edit the lua, you should work wth a professionaly editor, because there are errors in the mungelog like wrong simbol in line xxx its boring to count the lines.
Huh? :?

Edit: Just incase you were wondering. the problem was solved quite a while ago :P What are you saying though?