Then am making c/p and i don't like c/p so much.I will create entity group eg_invulnerable_bridges and scar code like this, correct me if something is wrong .Code: [Select]import("ScarUtil.scar")function OnInit() SetBridgesInvulnerable()endScar_AddInit(OnInit)function SetBridgesInvulnerable() EGroup_SetInvulnerable(eg_invulnerable_bridges, true)endQ: Could I import only Groups.scar since script uses only EGroup_SetInvulnerable function from that scar file? Or i always need ScarUtils.scar?Q2: Function EGroup_setInvulnerable accepts one optional parameter time, would it be fun to play lets say 30min with invulnerable bridges then after that you can destroy them , or it will break again map rule for 2 invincible paths?
import("ScarUtil.scar")function OnInit() SetBridgesInvulnerable()endScar_AddInit(OnInit)function SetBridgesInvulnerable() EGroup_SetInvulnerable(eg_invulnerable_bridges, true)end
Hi jojorabbit!Your map is still way too clean also the sector layout looks random like you just used "Calculate Voronoi" and didn't change anything. There's still a long way until this map will get over the "barrier" of being included into EF BUT I see a lot of potential in this map and in you, keep up the good work and maybe you're map will get included.
Picture 1, 4, 6: I would add more holes in the fences. The less restriction on infantry pathing the better, players don't want their troops to walk allllll the way around a fence to get on the other side.
Picture 4 & 7: Add pits or holes where artillery explosions. Creates more places for cover, adds a bit more fine detail. Remember to use height to lower the pit.
Once you add a bit more destruction I would begin to add FX markers, especially to the holes. It'd add a nice incdy effect.
Overall a huge improvement though
I am glad you are still working on it, we have not have much life in the mapping section lately.