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Moving Regions/Paths

Posted: Tue Feb 14, 2012 9:55 pm
by willinator
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?

Re: Moving Regions/Paths

Posted: Tue Feb 14, 2012 10:08 pm
by Marth8880
Hmm, could you please elaborate about that function in the One Map Mappack? How do you know Jaspo did that?

Re: Moving Regions/Paths

Posted: Tue Feb 14, 2012 10:16 pm
by willinator
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).

Re: Moving Regions/Paths

Posted: Tue Feb 14, 2012 10:17 pm
by yuke5
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.
Maybe this can shed some light. :D

EDIT: Ninja'd

Re: Moving Regions/Paths

Posted: Tue Feb 14, 2012 10:30 pm
by willinator
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.

Re: Moving Regions/Paths

Posted: Wed Feb 15, 2012 4:30 pm
by yuke5
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)

Re: Moving Regions/Paths

Posted: Wed Feb 15, 2012 6:16 pm
by THEWULFMAN
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:
Hidden/Spoiler:
Battlefront can't move regions dynamically, my team (specifically Firefang and I) have tried it. We haven't quite given up, but unless we can find if (or what) the matrix is for the region, it can't be moved. Which, even if we do find the matrix, it is not even guaranteed we could move it.

Also, Zero was never coded to register where ordinance hits on the terrain. You can register when it hits a model, but even then you can only use the model's matrix to do anything. For example you can make a lua chunk that says when a weapon hits a auto turret, you teleport to that turret model's matrix.

Re: Moving Regions/Paths

Posted: Wed Feb 15, 2012 7:27 pm
by willinator
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.