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More city props. The images were generated using the 3D tools in Photoshop so that shading is blocky and the mesh does not have smoothed normals (hence, hard-edges around the front and such).
Just looking at this gave me an idea:
Would it be possible to have something at the bottom of the building that acts as a garrison bunker (it can hold infantry), but it deploys infantry at the top of the building (invisible terrain) where there is another garrison thing that deploys them at the bottom? (autistic elevators?)
That's a question that's been asked by many modders and no answer has been found. The general consensus is that it is not possible.
hmmm...
From how I have seen bunkers and transports work, infantry exits from the exact center of the model. However, I don't think they need to go to that center point to enter it. (although it is hard to tell) I also think disembarking infantry will 'spawn' on top of the terrain that they are under when they exit something under terrain.
If this is the case, the 'bunker' on the bottom would have its center under the invisible terrain on the top of the building. Then, the 'bunker' on the top of the building would have its center over where the lower bunker is.
Obviously this is all hypothetical and I am thinking about it far too much.
Oh, yes it's possible to have the enter/exit bone in a different place than where the soldiers would actually fire from... Like I could make them enter through a door and them bullets would fire from all over the building... But I don't think there is a way to actually make the garrisoned unit itself spawn on top of the building or whatever.
As long as there is invisible terrain at the top of the building, I don't see how it would not work.
That would cause a lot of path-finding issues I think...
What if the terrain on the border of the building (that which is covered by the building, but not flat roof) is set to impassible with the roof space infantry only? Shouldn't the AI mostly ignore it then?
Well yeah but then your own infantry couldn't get there either. I don't think there is a way to "teleport" them. Not that I know of anyway.
Very interesting ideas though.
I think in theory there are a lot of neat things that could be done in map design, but the AI won't ever use them so for singleplayer it's kind of a waste anyway.
Right. That is a major hurtle for peeps who mod this game. The AI is generally pretty dumb...
Perhaps... but the AI does often use bunkers. Since this system is based on bunkers, the AI would technically use it, albeit unintentionally.
It's something to experiment with anyway.
Beautiful!