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Diroc

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  1. Chances are, unless you have room clipping disabled (Did you tap F3 after entering build mode?), you are running through a section that doesn't have a room or door in it. The important location in the model that the object uses as it's location may be falling in a section of the map that does not have a room or door in it. If the object is large and symmetrical, try rotating it around and placing it may solve your problems. I had an issue with the new large structural blocks. I rotated it and the tracked location fell outside the unused pillar The object looked the same but the tracked location was in and bound to a room after the object was rotated. There are surface textures that can span 4 pillars worth of floor space. Covering up the unusable pillars in the corners between rooms where you can not put doors. If you are building on a rooftop tiled by large textures, it may look like a continuous rooftop that you are building on. The location of objects will not be placeable in the spaces above the pillars that are not part of a room or door. (Not part of your base) ALL items have a location. the location MUST fall above, in, or below a room or door. The point in the object that corresponds to the object's location is the only point that matters for this determination and it can only exist in these bounds. Large objects can pass through these un-used areas so long as the point that determines their location falls within valid bounds. Small items will not be able to span the gap and will not be placeable above, below or in the column. I don't know if this is the problem you are having but it's easy to lose track of these unusable sections of base. Particularly if you are building on the roof of your base and it's nicely tiled over with textures. Hope it helps.
  2. PvP Arena, Sure.. PvP "I'm going to destroy your powerplant and Wreak Havoc on your base" isn't really a realistic possibility anymore. Between no-clipping building outside the base boundaries (Above and below) and the new structure blocks, The nails are already there.. The base layout requirements (Presumably remnants of of PvP requirements for accessibility to critical systems in a PvP environment that allowed this) have outlived their useful function. The point I was making was not to eliminate any PvP arena possibilities. Base layout requirements that invariably leave required doors between rooms and corners where neither can be used are remnants of a system not coming back (Base critical system destruction). The doors leave shadows in the bases. They can't be raised to full walls. The corners between rooms can't be used at all. Objects can overlap the boundary but can't be placed in it which leads to granularity of detail available to builders. In essence, we're tripping over the roots of a dead tree. I'd like to see the base layout logic reworked for better control of rooms to eliminate dead zones where objects can't be placed. Worst case, Someone fills the entire map with 1x1 rooms adjacent to each other. The options have to be saved for each room... How many objects can you place that have XYZ and rotation info. I doubt it's a storage issue.. Just a logic limitation for base layout. I was tired and was not looking to suggest PvP should not be doable. Base destruction PvP would get another nail in the coffin though with logic changes to base layout as accessibility to base infrastructure could be made impossible by additional means. As it stands currently, you can build your infrastructure in a room then make the room solid by raising the floor to the roof so it's already easy to protect. Suffice to say.. Destruction based PvP is not coming back. Base layout logic could use a rework.
  3. I spent hours trying to debug a couple teleporters that didn't work. I was using Black Holes (Tech) inside the door cavities of Arachnos flyers. Two worked. Two didn't. (Unless I jumped and clicked) They were linked. The portals were floating at the appropriate height and pretty much identical. After MUCH mucking about, I ended up turning on hidden markers. The two that worked had the word "Part" at the bottom and an arrow pointing up on the red visible texture. The two that did NOT work had Part on the top and the arrow pointing down. (Though they looked identical with markers off) I flipped the portals and BOOM.. they worked. Guess I needed to be able to touch the lettering section or something. As a side note, Lining up the portals with a red square (Hidden marker) plate is much easier than lining up a semi-transparent dark animation on a dark object. Getting the depth consistent also was much easier as well. Centering the Flyer "Entrance Donut" where it passed through the inset portal plane in the bright red square was a snap. It also works very well for consistency between the flyers. If you are having issues with portals not working try turning on hidden markers.. It made my life SO much easier. In case it's not already evident, Short (TLDR version) answer to your question... YES! 😉
  4. Everyone is asking for objects, which is fine. I'd like the corners between rooms. It would be nice if all unuseable space (Such as these corners) was convertible to doors. (Door requirement being adjacent to 1 room Or even 0 rooms rather than 2. If the style transition is required, Pull from the 1 adjacent room for both sides of the transition, or from starting room for both (0 adjacent sides) Even Randomly with 3 or 4 diagonal rooms. Many solutions exist for picking the style transitions. With so many bases being built above the roof, These dead zone pillars for objects add limitations that could technically be eliminated. For someone who may be planning to build on the roof, a layout that has no map locations with at least 1 adjacent room should be doable while starting initial layout. If cloning both sides of the transition from 1 available room would allow removal of the dead zones. Just a thought. Since there is no PvP. Making all doors into rooms and no requirement for space between rooms would get rid of some pesky shadows and again, eliminate dead zones. Drive a nail in the Base PvP coffin and that works for everything. No requirement for connection of rooms with doors, No requirement of space between rooms. Add door sized rooms if people don't care about the transitions and want the centre wall portion available instead. Thoughts? Coments regarding my sleep deprived ramblings? I realize this is not an "Object request" but a base layout logic overhaul, I'm hoping its a simple logic check&change to achieve the desired result. The payoff for base builders could be quite substantial.
  5. So I don't have to run back to the starting room for the clicky box edit base button: (Have a power bar button slot available) /macroimage Teleportation_LoyalistMarket "Edit Base" editbase 1 I still go through the menu to exit base edit mode as the button is no longer accessible but it is available everywhere as opposed to the base edit button. I got tired of running back to the starting room to initiate an edit session. Click the button and boom! in edit mode. Page down (Default) to zoom in and I'm building right where I was.
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