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Tunnels in Custom Maps

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48%
43%
10%
Total votes: 42
Vote VOTE! Vote ABSTAIN
20 Mar 2014, 12:24 PM
#1
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3421 | Subs: 11

I've been working on a SCAR script which simulates tunnels.

Here's a video which demonstrates how it works:

with better quality on twitch

Following configuration can be used to set properties for a tunnel:
Code

points = {mkr_tunnel1_a, mkr_tunnel1_b},
travelTime = 5,
lockedToTeam = "both",
simultaneousTransport = true,
lockForTeamDuringTransport = true,
allowInfantry = true,
allowVehicles = false,


The configuration should be self-explanatory.

Downloads:
Second Release:
Example map, .sgb
Example map, .sga

First Release (outdated):
Example map, .sga
Example map, .sgb (source files)

See the .sgb map in WorldBuilder to get an idea how it's done. Make sure to have a backup of the code, in case you are doing your own testings.

I will write a tutorial about this later.
20 Mar 2014, 12:34 PM
#2
avatar of Marcus2389
Developer Relic Badge
Donator 11

Posts: 4559 | Subs: 2

"I think that Relic should hire Janne."
20 Mar 2014, 12:44 PM
#3
avatar of Sarantini
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Donator 22

Posts: 2181

As long as the tunnels are relatively short I really like the idea.
20 Mar 2014, 12:59 PM
#4
avatar of Strummingbird
Honorary Member Badge

Posts: 952

Janne on the cutting edge of CoH :P

Any way to make these buildable? GLA tunnels would be a very interesting gameplay mechanic (not implying that having tunnels pre-placed on the map wouldn't have a very large impact on gameplay, because they would).
20 Mar 2014, 13:00 PM
#5
avatar of IronMedic

Posts: 318

If the setting of the map is "right" it can be a really neat way of moving from one point to an other, like using a tunnel network to connect two trench networks
20 Mar 2014, 16:06 PM
#6
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3421 | Subs: 11

Janne on the cutting edge of CoH :P

Any way to make these buildable? GLA tunnels would be a very interesting gameplay mechanic (not implying that having tunnels pre-placed on the map wouldn't have a very large impact on gameplay, because they would).


To make that properly it would require modding.
20 Mar 2014, 22:30 PM
#7
avatar of Srinidhalaya

Posts: 357

Really nice, now if you can only make working bridge that can be traveled underneath. :)
20 Mar 2014, 22:39 PM
#8
avatar of Janne252
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Patrion 15

Posts: 3421 | Subs: 11

With this system you can! They would just teleport though.
21 Mar 2014, 09:53 AM
#9
avatar of MonolithicBacon
Developer Relic Badge

Posts: 952 | Subs: 3

Janne, I have a perfect map for this. With the right territory cut-off, this could make a really nice strategic element.
21 Mar 2014, 11:25 AM
#10
avatar of cr4wler

Posts: 1164

correct me if i'm wrong, but this will remove units from control groups, and it will respawn full health squads right? i guess you could save upgrades/vet, not sure about individual entity hp though...
well, now that i think of it, that should probably be possible too, i guess... don't think you can save the control groups though, can you?
21 Mar 2014, 11:43 AM
#11
avatar of Janne252
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Patrion 15

Posts: 3421 | Subs: 11

This does not work that way. The squad is never lost, it's just hidden during the transport. Control Groups and everything are preserved.

I could save individual entity heaths as well if I would have to permanently remove the squad from the map. I did this in my CheatCommands Mod Copy & Paste function. It literally copied EVERYTHING.
21 Mar 2014, 12:22 PM
#12
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3421 | Subs: 11

Second Release:
Example map, .sgb
Example map, .sga

  • Improved squad facing
    • Squads will now always face the exit of tunnel after transportation

  • Control Groups now persist
21 Mar 2014, 21:49 PM
#13
avatar of Sirlami
Donator 11

Posts: 422 | Subs: 3

Will this remove the stats of the units like kill count?
21 Mar 2014, 21:54 PM
#14
avatar of morten1

Posts: 368

can you even destroy tunnels?
21 Mar 2014, 21:58 PM
#15
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3421 | Subs: 11

jump backJump back to quoted post21 Mar 2014, 21:54 PMmorten1
can you even destroy tunnels?


Theoretically yes. I could scan for the health of a tunnel door. If it's 0, tunnel will be out of order.

jump backJump back to quoted post21 Mar 2014, 21:49 PMSirlami
Will this remove the stats of the units like kill count?

No, it will not remove any stats. This system only sets the squad invisible during the transport, to simulate the tunnel. The squad coming out of the end of the tunnel is exactly the same as the one going in. NOTHING has changed.
30 Mar 2014, 22:22 PM
#16
avatar of maxaug999

Posts: 14

Great! do you do a tutorial for the noobs like me?
31 Mar 2014, 05:00 AM
#17
avatar of Janne252
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Patrion 15

Posts: 3421 | Subs: 11

Yep, a tutorial is in the works.
1 Apr 2014, 19:46 PM
#18
avatar of maxaug999

Posts: 14

Could it works by only creating a stamp from your example map?
1 Apr 2014, 19:47 PM
#19
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3421 | Subs: 11

It's not as simple as that. I'll provide a tutorial later.
26 Nov 2014, 09:38 AM
#20
avatar of jaysonv

Posts: 28

Hey Janne, I thought this! would be an nice addition to try in my custom map, But I cant seem to get that RED scar code writing to stop when play testing my map. I'm very new to Scar coding, can you tell me what line in the code that's causing the red writing (like in your video example.) Or how to make it stop? Other than that! he tunnels work great!!!
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