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Data/Footprints

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Footprints

Description

Pathing data determining how units can be placed and moved over. Buildings need footprints to prevent units from walking through them, and for placement.

Hints

  • The footprints have a unique editor UI when modifying
  • Footprints are stored as triangular geometries with more complex footprints requiring more triangles to form
  • Custom pathing footprints are bugged and will not initially show up in the editor (as of Mar 03, 2011). In order to preview your footprint in the editors pathing mesh close the Terrain Editor and reopen it.

Example usage

Fields Description

Flags

  • Check All: (Unknown)

Footprint Group

  • (Unknown) Used for classification of footprints?
  • None: (Unknown)
  • Generic: (Unknown)
  • Shapes: (Unknown)
  • Shapes\Contours: (Unknown)
  • Shapes\Tiles: (Unknown)
  • Specific: (Unknown)
  • Specific\Doodads: (Unknown)
  • Specific\Others: (Unknown)
  • Specific\Structures: (Unknown)

Layers - Area

  • Determines the size of the footprint area for the pathing and placement relative to the unit/doodad origin
  • Automatically calculated by the Footprint Editor

Layers - Rows

  • The arrays for the placement apply and placement check maps for the footprint
  • The left is placement check and the right is placement apply

Layers - Sets - Character

  • The symbols used for the set numbers on the placement maps for the footprint
  • Period (.) = (None)
  • x = Set One
  • o = Set Two
  • f = Set Three
  • m = Set Four

Layers - Sets - Excluded

  • Flags for the placement check and placement apply Invalid conditions for each Set
  • Although available for placement apply they are not used by the footprint editor
  • No.1 = Ground - No Spawn
  • No.2 = No Build
  • No.3 = Near Resources
  • No.4 = Resource Drop Off
  • No,5 = Creep
  • No.6 = No Creep
  • No.7 = No Creep Permanent
  • No.8 = Masked
  • No.9 = Fogged
  • No.10 = Block Vision
  • No.11 = Boost Cliff
  • No.12 = Boost Height
  • No.13 = Shrub Vision
  • No.14 = No Burrowing
  • No.15 = No Can See

Layers - Sets - Required

  • Flags for the placement check and placement apply Required and Acts As conditions for each Set
  • No.1 = Ground - No Spawn
  • No.2 = No Build
  • No.3 = Near Resources
  • No.4 = Resource Drop Off
  • No.5 = Creep
  • No.6 = No Creep
  • No.7 = No Creep Permanent
  • No.8 = Masked
  • No.9 = Fogged
  • No.10 = Block Vision
  • No.11 = Boost Cliff
  • No.12 = Boost Height
  • No.13 = Shrub Vision
  • No.14 = No Burrowing
  • No.15 = No Can See

Shape - Borders

  • Used to determine the shape of the pathing layer
  • Automatically calculated by the Footprint Editor
  • First digit appears to be some point index number
  • Third digit is the pathing value/type
    • 0 = Unpathable Terrain
    • 1 = Ground
    • 2 = Building
    • 3 = Cliff

Shape - Mode

  • The pathing footprint priority for rewriting the pathing mesh
  • Known as Type in the Footprint Editor
  • Regular/Standard: Able to overwrite Ground pathing
    • Use for structures
  • Overlay: Able to overwrite all pathing except ground. Unable to create ground pathing over unpathable terrain
  • Persistent: Permanently overwrites the pathing mesh even on unit death/removal.
    • Use for Bridges
    • It is advisable to have units that use this kind of footprint morph into a form that has a persistent a footprint that restores the pathing grid to its original state before death/removal of the unit
    • Known to cause cumulative leaks/lag if changed too frequently

Shape - Offsets

  • Location of the points used to create the pathing mesh for the footprint
  • The number relates to the "Complexity" of the footprint
  • Automatically calculated by the Footprint Editor

Footprint Editor

Complexity

  • Related to the number of triangles needed to make the footprint
  • Has a cap to reduce potential lag caused by the number of calculations needed to change the pathing mesh/unit pathing

Size

  • How many Terrain Editor placement grid squares the footprint covers
  • Units are always centred in the middle (small yellow dot)

Layer

  • Footprints have 3 layers: Pathing (affects unit pathing), Placement Apply (determines what placement flags are applied to cells), and Placement Check (determines placement flag requirements for cells when a unit with this footprint is being placed)

Resolution

  • Adjusts the resolution of footprints with each setting increasing the resolution by the power of 2
  • Large: Same scale as the map placement grid
  • Medium: 1/4 scale
  • Small: 1/16 scale
  • Tiny: 1/64 scale
  • Useful if the map maker wants to maximize utility of map size by scale reduction
  • Changing to a higher resolution will result in being able to make more detailed and meticulous pathing

Value

  • Nothing: Works as an eraser and removes pathing already placed. Grey in color.
  • Building: This portion of terrain is unbuildable but still able to be pathed by ground units. Yellow in colour.
  • Unpathable: This portion of terrain is unable to be moved on by units with ground based movers. Red in colour
  • Ground: This portion of terrain is considered as part of the ground and can be walked on. Green in colour
  • Cliff: This portion of terrain is a cliff and can only be traversed by flying units or units with a Scaler mover. Blue in colour

Brush Size

  • Changes how much or how little the cursor paints the selected pathing on the footprint.
  • Resolution based

Type

  • Standard: Standard footprints are used for most units and buildings. They can only change pathing from ground on the same cliff level.
  • Overlay: Overlay footprints will overwrite all non-ground pathing. They are rarely used.
  • Persistent: Persistent footprints will permanently stamp the pathing mesh with its image. They can be overridden but never removed. Use this for bridges.
    • Not removed on unit death/removal
    • Needs a footprint of the same type to revert the pathing mesh back to the original on unit death/removal

Placement Apply

  • Placement flags applied to the surrounding terrain around units/doodads with this footprint
  • Every Set except Set One needs to be defined using the Define Sets button before painting
  • Each tile can only have one set so factor in flag overlap in designing the footprint
  • Block Vision: Prevents units being able to see across the footprint if on the same UI: Height as the unit/doodad with this footprint or lower
  • Boost Cliff: (Unknown)
  • Boost Height: (Unknown)
  • Creep: If used by a Creep Source behaviour will generate creep in the designated area
  • Ground - No Spawn: Prevents abilities, behaviours and effects from creating units in the designated area
  • Near Resources: Used by the Invalid flags of the Placement Check layers of Resource Drop Off unit footprints to prevent placement too close to technology resources eg. minerals
  • No Build: Prevents building on the designated tiles
  • No Burrowing: Prevents (not sure) morphing on the designated tiles
  • No Can See: (Unknown)
  • No Creep: Instantly removes creep on the designated tiles
  • No Creep Permanent: Instantly removes creep on the designated tiles and prevents creep growth even after death/removal of the unit/doodad
  • Resource Drop Off: If larger than the Movement: Radius of the unit with this footprint, the proximity of this layer of the footprint will be used for technology resource drop off by units using a Harvest ability
  • Shrub Vision: (Unknown)

Placement Check

  • Determines placement flag requirements for cells when a unit with this footprint is being placed.
  • Every Set except Set One needs to be specified before painting
  • Required = must have and Invalid = cannot have
  • Same flags as Placement Apply except the following:
    • Fogged: Is the terrain visible or hidden by fog of war
    • Masked: Is the terrain explored or not

Related