Loading...
  OR  Zero-K Name:    Password:   

Post edit history

Trees: Edit maps for better Trees

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
11/18/2014 10:11:13 PMPLrankAdminSprung before revert after revert
Before After
1 [quote]workarounds and their cost[/quote] 1 [quote]workarounds and their cost[/quote]
2 Workaround 1: listen to FeatureDestroyed, draw a collapsing tree. If the animation is done through rendering functions, it might be complicated to do; you could also spawn a fake unit to do this which on the other hand might be somewhat inelegant (technically being an (unfriendly) unit might cause problems with existing nuggetry). 2 Workaround 1: listen to FeatureDestroyed, draw a collapsing tree. If the animation is done through rendering functions, it might be complicated to do; you could also spawn a fake unit to do this which on the other hand might be somewhat inelegant (technically being an (unfriendly) unit might cause problems with existing nuggetry).
3 Workaround 2: have them be Gaia units instead of features. This amplifies the downsides from the previous point but the transition is seamless and there is less complication. 3
4 Workaround 2: have them be Gaia units instead of features. This amplifies the downsides from the previous point but the transition is seamless and there is less complication. Probably bad for trees, but might work decently for large, singular features with gameplay implications (like path-blocking rocks or such).