Hey mapsters, so i have been thinking the last few days on how to build this small system.
basicly it has to link building together (when i say link i mean visual ligtning or some sort of energi)
and below you can see what i mean (power source = power) (a, b, c, d = building) (<-> = visual link, <-x-> = no power flow)
power source <-------> a <-------> b <-------> c <-------> d
the line above shows you that a is connected to b and b is connected to c.
now if b is destoryed.
it would look like this:
power source <------> a <---x---> b destoryed <---x---> c <---x---> d
my idea would be to use the pylons, and make them so they require power, but im not sure that i can get an actor to check if it is powered or not (for the visual effect to show or not), and i am not sure how to define the connection between the building/pylons (to make the visual connection between the two building)
This is a fun one, though rather easy to accomplish.
You need a source unit and your pylon unit. Give the pylon some inane unit flag like "radar" and proceed.
Firstly you need a behaviour that will be your source. This has a periodic search which filters for your inane flag mentioned above. It then applies a second "powered" behaviour which has the same periodic search. Give the "powered" behaviour some duration that is barely longer than the search period.
The effect will be exactly as you describe, as soon as the link to the source is lost, the "powered" behaviour will cut out at the break in the chain.
Now just slap the power graphic on using model additions that display only to the player and only when clicked (I'd advise this as using the default powered method will show the radius of ALL pylons which gets very laggy).
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
@JacobNielsen: Go
What would the Pylons do when they have power? Compared to unpowered? Is it like standard pylon power, or more like energy to do stuff?
This is a fun one, though rather easy to accomplish.
You need a source unit and your pylon unit. Give the pylon some inane unit flag like "radar" and proceed.
Firstly you need a behaviour that will be your source. This has a periodic search which filters for your inane flag mentioned above. It then applies a second "powered" behaviour which has the same periodic search. Give the "powered" behaviour some duration that is barely longer than the search period.
The effect will be exactly as you describe, as soon as the link to the source is lost, the "powered" behaviour will cut out at the break in the chain.
Now just slap the power graphic on using model additions that display only to the player and only when clicked (I'd advise this as using the default powered method will show the radius of ALL pylons which gets very laggy).