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 Post subject: Re: Changes and fixes to paths and namedAreas
 Post Posted: Sun Aug 03, 2014 11:25 am 
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Veanko wrote:
Joost wrote:
Sorona
-Node names added: wormButton


is it possible you could add a Named Area in the worm pit and on the platform where the button is as well?


This, one thousand times!


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 Post subject: Re: Changes and fixes to paths and namedAreas
 Post Posted: Wed Aug 06, 2014 2:55 pm 
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I have added new NamedAreas and flyer paths to each map. These changes will go live in 2.6 beta 2.

All maps
-CREEP_AREA
-CORNER_STUCK
-Added Yuri/Vinnie flyer paths
-Added named identifiers for high spots for flyer nodes (aboveBase_#, AboveUpperSecondTower_#, AboveUpperFirstTower_#, aboveBottomSecondTower_#, aboveBottomFirstTower_#, aboveNeutralSideSpot_#)

Ribbit IV
-SOLAR_BOSS_WARNING_#
-HIDE_AREA_TOP
-HIDE_AREA_TOP_BELOW
-HIDE_AREA_BOTTOM
-HIDE_AREA_BOTTOM_ABOVE

Sorona
-WORM_AREA
-NEAR_WORM_AREA_#
-WORM_BUTTON
-NEAR_WORM_BUTTON_#
-ABOVE_WORM_BUTTON
-HIDE_AREA_CENTRE

Aiguillon
-DROP_WARNING
-HIDE_AREA_SIDE_#
-HIDE_AREA_TOP
-HIDE_AREA_BOTTOM
-New pathNode identifier: hideAreaSide_#


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 Post subject: Re: Changes and fixes to paths and namedAreas
 Post Posted: Wed Aug 06, 2014 3:03 pm 
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Awesome, can't wait. Is it possible to get an early build so I can implement some of these for Friday's update?

Also, are you going to change older named areas to use the new naming convention of underscores between every word?


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 Post subject: Re: Changes and fixes to paths and namedAreas
 Post Posted: Thu Aug 07, 2014 9:54 am 
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I have added dynamic namedAreas for when the fire hazard is enabled: hazardAreaEnabled, belowHazardAreaEnabled and aboveHazardAreaEnabled. When active they overlay with the old three (hazardArea, belowHazardArea and aboveHazardArea). Additions will go live in the next beta update (hopefully tomorrow).


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 Post subject: Re: Changes and fixes to paths and namedAreas
 Post Posted: Thu Aug 07, 2014 10:01 am 
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Awesome, thanks for listening!


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 Post subject: Re: Changes and fixes to paths and namedAreas
 Post Posted: Thu Aug 07, 2014 2:03 pm 
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This will help a ton in preventing bots from going into fire when they really shouldn't :)

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 Post subject: Re: Changes and fixes to paths and namedAreas
 Post Posted: Fri Aug 08, 2014 2:50 pm 
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Joost wrote:
-Added Yuri/Vinnie flyer paths
-Added named identifiers for high spots for flyer nodes (aboveBase_#, AboveUpperSecondTower_#, AboveUpperFirstTower_#, aboveBottomSecondTower_#, aboveBottomFirstTower_#, aboveNeutralSideSpot_#)


PRAISE JOOST!

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[In-Game] Derpl viewtopic.php?f=23&t=35642 :drool:

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 Post subject: Re: Changes and fixes to paths and namedAreas
 Post Posted: Tue Aug 12, 2014 5:18 pm 
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Image

Perhaps we could just get rid of the nodes going from the button to the platforms to cut down on accidental wormings. Also, there should probably be better nodes for jumping up to the button area. I've penciled in some quick suggestions.

As well I'm noticing some pretty significant asymmetry going on. 80000010 and 80000020 in particular look problematic, as even a small difference can have a big impact when the node is right on the edge of a platform like that. Is it not possible to mirror the nodes on each side?


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 Post subject: Re: Changes and fixes to paths and namedAreas
 Post Posted: Mon Aug 18, 2014 3:16 pm 
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Location: SomeN Kerbal space center.
800011 Is also closer to the button than 800009, I don't think it would make a difference considering character width, but you never know~ Preferably, I think it would be better if only one node were on the button but meh.

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 Post subject: Re: Changes and fixes to paths and namedAreas
 Post Posted: Fri Aug 22, 2014 10:28 am 
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Posts: 8990
I have modified the paths around the Worm button. You'll be able to see exactly how it is now when the beta goes live (hopefully later today).

I have split the topic on the jumppad issue on AI Station 205 into a separate topic: viewtopic.php?f=23&t=33760


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