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  #11  
Old March 28th, 2018, 05:52 AM
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Default Re: Tall buildings

The lower right building with the C0 and D0 units
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File Type: zip SPWW2_TEST+Scenario925.zip (30.6 KB, 288 views)
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  #12  
Old March 28th, 2018, 06:42 AM
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Default Re: Tall buildings



Still shows high hills/slopes surrounding all buildings, only the "hills/slopes" graphics aren't showing (shows flat). Height values can be seen from the red info bar.
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  #13  
Old March 28th, 2018, 08:11 AM
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Default Re: Tall buildings

How exactly did D0 and C0 become vehicles?

This is all going down a rabbit hole I am not the least bit interested in pursuing at this time or in the near future. I am far too busy trying to get this patch out. It is what it is, live with it
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  #14  
Old March 28th, 2018, 08:20 AM
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Default Re: Tall buildings

I did not have time to get round to building height this year - probably next year I will put in a building height map layer for maps, which the code can read and so not reduce "tall" buildings back to the "default height" for buildings in the bit of code that fixes up maps data.
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  #15  
Old March 28th, 2018, 09:07 AM
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Default Re: Tall buildings

Thank you Andy!

Don, please take this height building off your mind for now, I am not expecting any height building this year anyway, so... regarding units becoming vehicles, I believe it has something to do with your new OOB (for the new patch) which is then translated to some other units on my old OOB. Probably.

Cheers!
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  #16  
Old March 28th, 2018, 09:40 AM
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Default Re: Tall buildings

You loaded it into MBT!!

It's clearly marked WW2 but those are LVTH6
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  #17  
Old March 28th, 2018, 10:39 AM
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Default Re: Tall buildings

Hahahaha.. oh well.. I'm really sorry!
But I'm not fully at fault here Don, this is SPMBT forum for pete's sake

Well at least nothing serious. I was truly afraid this unit-changing probelm might postpone the patch at least 1 year


Anyway, loaded the scen into SPWW2 and slopes are still around all building, without the slope/hills graphics, same as my past experiences.

Cheers!
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  #18  
Old March 28th, 2018, 12:34 PM
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Post Re: Tall buildings

Quote:
Originally Posted by Mobhack View Post
I did not have time to get round to building height this year - probably next year I will put in a building height map layer for maps, which the code can read and so not reduce "tall" buildings back to the "default height" for buildings in the bit of code that fixes up maps data.
Years ago, we had a thread discussing placing troops within the building such that the building provides some "cover" as well as elevated LOS. I seem to recall, the code was in such a mess (we used to call it "spaghetti code") that it was deemed to difficult or not worth the effort at that time.

Quote:
Originally Posted by RightDeve View Post
Finally another high-rise-building thread.

Smokes, lower buildings, lower terrain elevations, and trees, all can be overcome when climbing such high rise buildings. I have tested it in two PBEM with these buildings.
Interesting ideas to increase the LOS, especially useful in Urban Operations (UO) scenarios. I envision scouts and FOOs placed on high buildings and snipers as well.

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