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Gurachn

Sergeant
Jan 8, 2020
73
11
The game has sections of deeper water that are inaccessible.
Mechs are pressurized for use on airless moons, so I'm guessing that they would be able to move without problem in moderately deep waters.

I'm wondering if there were any way to allow movement to these areas while barring the ability to either shoot or be shot at?
There are a few maps where this could be an interesting feature.
 
Mechs are known to be outfitted with torpedoes in such cases... and that takes me WAY back. 1987, I think.
 
Ahhhh back in the day of MW2: Ghost Bears Legacy -


If water fills parts of your 'Mech, all equipment inside will be considered
destroyed, so be careful. As you'll play underwater only energy weapons and
torpedoes will work; normal missiles, ACs and jump jets won't have any effect.
Heat is barely a problem, as water has the effect of cooling down you 'Mech.
The terrain fatures several hills, canyons and even a cave. Low visibility
(about 400 meters).
 
You might find a deep water terrain mask that you could mod in json to give a massive to hit penalty and a more normal move cost, that might allow you to move into it and not fire
 
You might find a deep water terrain mask that you could mod in json to give a massive to hit penalty and a more normal move cost, that might allow you to move into it and not fire
Any idea which .json might control such things?
In the maps that feature deeper water, I think it would be very interesting to be able to use those areas as either potential sanctuaries or stealthy approach avenues. Standard weapons would not work or be effective underwater (no Ghost bear torpedo mods yet!), and I suspect that event detection would difficult. Standard MAD/radar/lidar and even seismic detectors would be negated or seriously attenuated.
This might allow a mech to wait inert and stealthy on the bottom of a lake, only to emerge suddenly in surprise attack.

Does anyone know which files/folder control the terrain effects?
 
I suspect it's a bit deeper *pun intended* than just json edits. I know CWolf (Mission Control author) has done heaps with map layers and in the discord channel alluded to the complexity involved in modifying those layers. Could ask him for any insight perhaps?
 
I could be wrong, but I think those areas are baked into the terrain mesh/pathing system as not passable.
 
I could be wrong, but I think those areas are baked into the terrain mesh/pathing system as not passable.
You are indeed incorrect. Movement is controled in designmasks. Specifically, the Deep Water mask has this line (and others like it): "moveCostMechLight" : 99999.9

Does anyone know which files/folder control the terrain effects?
You want this folder: BATTLETECH\BattleTech_Data\StreamingAssets\data\designMasks

I would stress caution when fiddling with these, you can quickly make your game unplayable with bad edits. Also, I strongly suggest you use ModTek to do overrides and merges instead of editing live files.
 
You are indeed incorrect. Movement is controled in designmasks. Specifically, the Deep Water mask has this line (and others like it): "moveCostMechLight" : 99999.9
Huh, neat. You know, thinking back, that makes sense given what I remember now of Kiva's BT pathfinding twitter thread waaay back, on how terrain, and masks work together. Guess I just misremembered/misunderstood what was explained.