Cruiser Command

Cruiser command is a cooperative map between two teams. Simply put, each team controls one battlecruiser and the goal is to kill the opponent's battlecruiser.


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 Post subject: Re: Moving Asteroids Persisting on Minimap
PostPosted: Tue Jul 14, 2015 4:08 am 
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How do you have the 8 different units set up? Is it one for each model? Or is it more like one for each color? Because if moving kerm is its own unit, you could probably just change the Fog Visibility to Hidden on just that one unit in the Data Module.


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 Post subject: Re: Moving Asteroids Persisting on Minimap
PostPosted: Thu Jul 16, 2015 1:14 pm 
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Asteroids were created back in the day and I couldn't get model variations working. It's one unit for each model. Asteroid detection is done by checking for the hover type.

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 Post subject: Re: Moving Asteroids Persisting on Minimap
PostPosted: Sat Jul 18, 2015 3:22 am 
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Would it break the asteroid detection triggers to make one of those 8 units be the unit used for all stationary asteroids, another for all moving (kerm) asteroids, and the other 6 left in existence, but unused? If so, you could leave the first unit as is but change the Fog Visibility to Hidden on the second unit.

Then, when a stationary asteroid is created (in a trigger), instead of picking 1 of the 8 random units and then assigning it a color; could it always pick the first asteroid unit, assign it a random model, and assign it a color?

And then the same for the moving asteroids, except that it picks the second unit?


Based on my understanding of how you wrote it, this would not break asteroid color detection, because essentially its the same as before, except that you'll just never come across 6 of the existing units. But it would still work fine for the 2 being used, because, just as before, an instance of either of those 2 units could be assigned to any of the 4 colors.


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 Post subject: Re: Moving Asteroids Persisting on Minimap
PostPosted: Sat Jul 18, 2015 6:03 am 
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Well, one problem with having all model variations as the same unit is that they all have very different heights on the models. I fix this by using a local offset site operation to pull them up or down to keep them all at the same height. Doing the same thing for one actor with different models, would be annoying and I'm not sure how I would do it.

However, since the flying ones are already just one specific model type, I could just create a new one for that model and have it not show up on the minimap.

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 Post subject: Re: Moving Asteroids Persisting on Minimap
PostPosted: Sat Jul 18, 2015 10:32 am 
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This has been fixed in the dev version.

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 Post subject: Re: Moving Asteroids Persisting on Minimap
PostPosted: Sun Jul 19, 2015 4:24 am 
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Nice! OP developer as always.


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