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Terrain Tunnels #6410

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scskwirl opened this Issue Sep 4, 2014 · 14 comments

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scskwirl commented Sep 4, 2014

To add a third dimension to the map, include a terrain implementation that allows units to go under map tiles (natural bridges, caves, etc.) Probably use a value that tracks how high a tile is, and where a unit is?

In lieu of #6357, It would be cool to have these just as easily destroyed, but suppose a nuke or chronoshift was used; how will the engine know if it wants to teleport/destroy the tiles inside or out?

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Phrohdoh Sep 5, 2014

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What you're wanting is Heightmaps, which will be Paul's doing when he gets the time/motivation, and is needed for TS/RA2.

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Phrohdoh commented Sep 5, 2014

What you're wanting is Heightmaps, which will be Paul's doing when he gets the time/motivation, and is needed for TS/RA2.

@Mailaender Mailaender added Idea labels Sep 6, 2014

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it seems this ticket is related to: #6409 or maybe to 80% the same idea!

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LipkeGu commented Sep 22, 2014

it seems this ticket is related to: #6409 or maybe to 80% the same idea!

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This feature is actual terrain differences while the GLA tunnels just faked distance travel. One entrance stores actors (when they enter) and either can eject them.

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Phrohdoh commented Sep 22, 2014

This feature is actual terrain differences while the GLA tunnels just faked distance travel. One entrance stores actors (when they enter) and either can eject them.

@reaperrr reaperrr referenced this issue Apr 5, 2015

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Add TS features required for a full remake #7874

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pchote Aug 3, 2015

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This can be implemented in two stages:

  1. Implement an explicit move-through-tunnel order and activity:
    • When issued the order units move to the tunnel footprint, are removed from the actor map, lerp across the map to the linked tunnel, then are reinserted into the actor map.
    • Units should remain selectable when they are "in" the tunnel, but are made invisible (using an upgrade?)
    • Tunnel activity is non-cancelable, so any orders issues while in the tunnel are queued until after it leaves.
  2. Implement automatic pathing through tunnels:
    • Change the pathfinder to explicitly track connections from each cell to adjacent neighbours.
    • Tunnels (and later high bridges) insert new connections into this layer - for tunnels this is simply a direct link from one entrance to the other, with a fixed cost.
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pchote commented Aug 3, 2015

This can be implemented in two stages:

  1. Implement an explicit move-through-tunnel order and activity:
    • When issued the order units move to the tunnel footprint, are removed from the actor map, lerp across the map to the linked tunnel, then are reinserted into the actor map.
    • Units should remain selectable when they are "in" the tunnel, but are made invisible (using an upgrade?)
    • Tunnel activity is non-cancelable, so any orders issues while in the tunnel are queued until after it leaves.
  2. Implement automatic pathing through tunnels:
    • Change the pathfinder to explicitly track connections from each cell to adjacent neighbours.
    • Tunnels (and later high bridges) insert new connections into this layer - for tunnels this is simply a direct link from one entrance to the other, with a fixed cost.

@pchote pchote added Feature and removed Idea/Wishlist Refactor labels Aug 3, 2015

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Units should remain selectable when they are "in" the tunnel, but are made invisible (using an upgrade?)

The rendering behaviour of the units-in-tunnels in WW games were the same as the ones underground. Maybe grant an upgrade for below-ground-level?

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GraionDilach commented Aug 3, 2015

Units should remain selectable when they are "in" the tunnel, but are made invisible (using an upgrade?)

The rendering behaviour of the units-in-tunnels in WW games were the same as the ones underground. Maybe grant an upgrade for below-ground-level?

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Once the current actor-behind-cliff issue (the actor being rendered above the cliff) is resolved, wouldn't simply hacking the actor's CenterPosition.Z hide it underground?

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penev92 commented Aug 3, 2015

Once the current actor-behind-cliff issue (the actor being rendered above the cliff) is resolved, wouldn't simply hacking the actor's CenterPosition.Z hide it underground?

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yes, but tunnels are a reasonably straightforward feature that i'm hoping will make it in long before we finish the renderer rewrite needed for that.

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pchote commented Aug 3, 2015

yes, but tunnels are a reasonably straightforward feature that i'm hoping will make it in long before we finish the renderer rewrite needed for that.

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The upgrade would still be good if we get through the Targetable* thingies to make units in tunnels unaffected by the war above them.

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GraionDilach commented Aug 3, 2015

The upgrade would still be good if we get through the Targetable* thingies to make units in tunnels unaffected by the war above them.

@orabot orabot changed the title from Terrain Tunnels to Terrain Tunnels [$25] Sep 5, 2015

@orabot orabot added the Bounty label Sep 5, 2015

@Mailaender Mailaender removed the Bounty label Nov 10, 2016

@Mailaender Mailaender changed the title from Terrain Tunnels [$25] to Terrain Tunnels Nov 10, 2016

@pchote pchote self-assigned this Jan 8, 2017

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pchote commented Jan 10, 2017

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W-w-wait.... TS JUMPJET LOGIC?! D:

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GraionDilach commented Jan 11, 2017

W-w-wait.... TS JUMPJET LOGIC?! D:

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A jumpjet is just a portable sky-tunnel generator, after all 😉

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pchote commented Jan 11, 2017

A jumpjet is just a portable sky-tunnel generator, after all 😉

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True, now that you mention... I never looked at it that way.

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GraionDilach commented Jan 11, 2017

True, now that you mention... I never looked at it that way.

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And to complete the set, we have the portable underground-tunnel generator and the above-ground tunnel: https://www.dropbox.com/s/yqyrlgog3v6awsy/digbridge.mov?dl=0

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pchote commented Jan 11, 2017

And to complete the set, we have the portable underground-tunnel generator and the above-ground tunnel: https://www.dropbox.com/s/yqyrlgog3v6awsy/digbridge.mov?dl=0

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@pchote Love the digging :P
I assume it is still a work in progress? (If not, the shadow at the end there bugged out)

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MunWolf commented Jan 17, 2017

@pchote Love the digging :P
I assume it is still a work in progress? (If not, the shadow at the end there bugged out)

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