This trait simply indicates the manner in which this entity should be attached to the terrain plane.

Example:

        <Traits>
  		<Anchor>
  			<Type>Ground</Type>
                        <Orientation>xyz</Orientation>
                        <AbsoluteAltitude>2.5</AbsoluteAltitude>
                        <ZVariance>Small</ZVariance>
                        <AutoFlatten />
  		</Anchor>
  	</Traits>

Type

BRIEF DESCRIPTION :: Should the entity conform to the terrain or water plane?

  • Ground: The entity is aligned to the ground plane. (Most units.)
  • Water: The entity is aligned to the water plane. (Ships.)

Orientation

BRIEF DESCRIPTION :: Specifies what axes (x, y, and/or z) to conform to the normal of the terrain. Not yet implemented. Humans/bipeds/trees/buildings will always stand erect. A wagon in comparison would be aligned to the normal of the terrain. Fields or ore seam meshes will align themselves with the underlying terrain.

If no Orientation is specified, then the entity is assumed to stand erect.

Jason's example:

http://www.wildfiregames.com/~art/wijit/xyz_normal.gif

X- Green (left/right) Y- Red (front/back) Z- Blue (up/down)

Notice how the horse does align itself on the y, but not on the x when it is on the hill. But, note now the cart aligns on both the x and the y. And of course the tree or dude stands up straight.

(Sorry I left the coordinate system like 3dsmax :P Forgot to change it for you programmers, but I think you'll get the idea.)

AbsoluteAltitude

BRIEF DESCRIPTION :: Altitude defines the offset between the entity and the underlying terrain. Not yet implemented. In the case of most units, it is zero (or not present) by default. For flying units like birds, for example, it indicates how far off the ground the unit remains.

In theory, negative values could also be used for subterranean (not that you could see them through solid rock, but that's someone else's problem) or submersible units.

ZVariance

BRIEF DESCRIPTION :: For Structures - Allowed variance in z values of the vertex the structure is created upon. Not yet implemented. This is only used by buildings. This attribute states what degree of terrain height variance is permissible for the structure to be built at this location. We do this to ensure that structures aren't built on the sides of cliffs.

  • large = fields
  • medium = walls, gates, towers, outposts
  • small = all other structures
  • all = ignores collision boundaries and can be constructed on anything.

AutoFlatten

BRIEF DESCRIPTION :: If set to true, when the entity is placed, the terrain underneath its bounds is flattened to conform to its horizontal axis. Not yet implemented. Although there does seem to be something similar in the actor properties. Should that be moved? All "decorative" actors (they do not have entities), such as flowers and shrubs, are cleared from the area of the footprint when the entity is placed (they also do not obstruct a building's footprint placement cursor).

This attribute is typically only used for buildings.

Last modified 9 years ago Last modified on Feb 23, 2008 3:19:01 AM