It should auto generate for you, you can refresh spawned on the tool options, this will remove them but they will appear in game. |
Thread: Scuffy23 Jul 2016, 08:39 AM
PogChamp a welcome thread for a person that says hi to me on a semi-regular basis! PogChamp |
HA! The map contest is keeping the community alive. You all owe me! /s
Seriously though hi and welcome! |
If you are indeed talking about something like this
- What you want to do is select your spline that you want to edit
- Make sure that you have the object variation selected
- Scroll down the tool options on the left until you get to the "Current" tab
- Inside that tab you have an option called "EditState"
- This will open a "Object States" window, inside this you have 5 buttons, you want to select "Add"
[*}This will open up another window "Add State Command", open the drop down box and select "Wall Destroy" (this option might not exist depending on your object spline, but it most likely does)
- After all this it should do what is shown on the image above
If you are wondering how to get a mid section like that destroyed use the "Sub Selection" command right next to "Edit State" and select what sub section you want to edit.
Hope that helps if this was what you were asking! |
Not 100% sure what you mean?
Do you what to be able to destroy a section of your wall in the worlbudilder?
If that is the case, let me know and I can give you the step by step on how to do it, or you can just hop in stream and ask and I'll show you in about 30 seconds.
Either way is fine for me, just do what is convenient for you. |
Ok, so here is what you do.
- Open up your map and let everything load.
- Click on the Scenario drop down list. (Third from the left)
- Click on Blueprint List (Second from the bottom)
- Use this to find the object (entity), you want to delete
- Select it in the list
- Use the "Select Selected" button on the far right of the blueprint list window
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Use the "Delete Selected" button just underneath "Select Selected" button
- You should be all set.
If this doesn't work you might have to stamp the entire map minus the section that this is placed, if you ever need help and see me online, please let me know and I can show you what needs to happen right on the stream.
As a matter of fact I'm pretty sure you were in there today/yesterday, but either way, please let me know if you need more help and I apologize that this post isn't pictures, its 2am for me.
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Dear Tric,
After watching your stream I've made some more adjustments.
The amount of water spawners has now been reduced to 4 instead of 7.
2 more manpower points have been added to the map.
AH! Thank you for noticing that I forgot to put that in my feedback. 2 is the furthest you should be trying to push it, as the water sources will destroy optimization. I will take some time this weekend to get another review in and see what I can do. Would you also be able to upload a zipped file of the .sgb's and post it here, in the submission thread, or just pm with it. There are things that I can't see from just in game and would like to see if there is anything else in the WB. You don't have to do this, just makes me life easier.
Thanks |
So shallow ice is basically just very swallow water?
Yes, there is a certain threshold that units will always be able to cross, but I cannot remember it, just use the impass overlay to see when it becomes walkable |
No problem, could you do me a favor and upload a zipped folder of your sgb so I can take a look at it in the worldbuilder? I need to see if there are any other smaller issues that I can't see from in game, if you do feel free to post it here, inside the submission page, or just pm it to me. |
Here is the feedback that I gathered from looking around the map myself, and having some viewers playtest it during the stream.
- 5 Territory points are far to few, it severely handicaps certain factions and needs to be adjusted the recommended amount of 10, you may be able to get by with 9 or 8, but it really should be along the standard unless excessive play testing shows that there is no imbalance due to the resource income reduction.
- The cutoffs need completely redone outside both bases.
- The eastern base, has a base mg that holds the cutoff for free
- The eastern base only has 1 cutoff that then loses the entire map, would this changed to two separate cutoffs to make the opposing player choose to cutoff the fuel, or the munitions, not the entire map
- The western base features no cutoff, and both the munitions and the fuel are directly tied to the base sector, making for longer decap times for the opposing player in comparison to themselves
- The western base also features an ambient building inside the base, this is extremely imbalanced due to ambient unit call ins (infiltration commandos, JLI's, Falls, ect; ) and just needs to be removed
- The overall map feel for buildings is that they have entirely to much health overall in key positions allowing players to just camp buildings and hold sectors map with little to no threat.
- You can maintain the visual feel of the map by making the buildings below the 50% entity health overlay and making them un-garrisionable, as you did with some of the buildings already.
- Currently the map favors the eastern most base as it is able to garrison the very large full health building in the middle of the map and hold it for most of the game quicker than the other player. Either it needs its health drastically reduced or the pathing needs adjusted to make it viable for both players to rush.
Overall I enjoyed the map, but these things above all need addressed, when they are please let me know so I can review the map again.
If you need anything else please let me know. |