glob2-devel
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

[glob2-devel] Re: hidden forbidden areas for buildings


From: Joe Wells
Subject: [glob2-devel] Re: hidden forbidden areas for buildings
Date: Sat, 13 Oct 2007 01:54:12 +0100
User-agent: Gnus/5.11 (Gnus v5.11) Emacs/22.1 (gnu/linux)

"Leo Wandersleb" <address@hidden> writes:

>> > Now when units are built or released from a building we iterate
>> > over the border of that building to release them.
>> > Why not simply check if the center of the building is occupied
>> > and if not put it there?
>> 
>> So you would allow workers and warriors to walk on top of existing
>> buildings?
>> 
>> > Maybe even put globs on top of others.
>> 
>> You would even allow workers and warriors to walk on top of other
>> workers and warriors?
>
> Simple answer: no. The idea was to put buildings and units on top of
> units and let the resulting forbidden areas do the rest. units that
> were healed would get placed under the hospital and would then try
> to exit the hospital's forbidden area. buildings would get upgraded
> and globs would try to leave the resulting forbidden area maybe by
> violating rule "buildings are solid" but in my eyes that would be
> very ok compared to what we have now.

It sounds like your answer to both of my questions is actually “yes”.
:-)

I don't think this is bad, I was just asking to find out what you had
in mind.

> Detailed answer: if units and buildings had the same kind of
> forbidden area like the ones you can paint, you could make units
> walk through buildings and units by trapping them against the
> building. funny cheat to warp through enemy walls :)
> also by trapping a group of units they would start to walk onto each
> other at the point they fill in the complete hole in the forbidden
> area.

Hmm.  I don't like this possibility.

-- 
Joe




reply via email to

[Prev in Thread] Current Thread [Next in Thread]