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"Air Ploblems"

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Well, I will go direct to the main point,I was mading my map and i wanted that the units climb up walls.Then i thought:Hmm...I've already seen some map that use ladders that you can somehow climb on them.I can't do this type of thing but then I had an idea:Why not make them Fly units but still leave they walking on the ground?I tried it out it works,but the only poblem is:that when the units are walking or attacking they walk into each other.(You may already have seen that in warcraft when lot of air units attacks one units at the same time)Good,is there a way to stop that thing?Plz help!, I want to continue my map!!!:cry:


I think that the screenshots aren't working because I can't open them!
 
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Level 18
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How about using collision size? so add and remove it every x seconds, if you add it after x seconds they spread each other.. then remove it or set it back to your collision size.. else you could also create regions at your walls that are climbable.. so each unit within that area becomes a air unit..
 
Level 5
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How about using collision size? so add and remove it every x seconds, if you add it after x seconds they spread each other.. then remove it or set it back to your collision size.. else you could also create regions at your walls that are climbable.. so each unit within that area becomes a air unit..

What?I don't understand the thing with the Collision Size,but ho can i make the regions climbable?Can you tell it to me???:confused:
 
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*.tga (Targa) is a compressed format based on BMP but with 4 channels and is used for textures, mostly in games. It is harsh to load and uses limited amount of colors, so don't use it.
The things you're talking about are called Ramps and are located in Doodads, Bridges/Ramps. I believe you just need to base your model on one of them.
 
Level 5
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*.tga (Targa) is a compressed format based on BMP but with 4 channels and is used for textures, mostly in games. It is harsh to load and uses limited amount of colors, so don't use it.
The things you're talking about are called Ramps and are located in Doodads, Bridges/Ramps. I believe you just need to base your model on one of them.

Hmmm...Do you mean that Sunken Ruins ramp?Well i will try that out!Thank ya!:grin:
 
Level 8
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Feb 20, 2007
Messages
338
Images: I assume you have 'paint' or an equivalent 'free' (came with the computer you own) program.

Open up a blank paint project. Leave it open. Start your game or test the map - hit Print Screen. for action packed games hit F10 (this effectively pauses the game.

Hold down the Alt key, now hit the tab key - you will magically go to the next program you have running, or go back to your desk top. Select your paint program hit Ctrl V to paste the screen shot on the paint program. Select 'Save As' and give a name to your screen shot and make certain that you select jpeg for your file type. hit save. Repeat as needed changing the name of each image.

Then you can upload images that folk can see without having to download the TGA or open it with a photo-image program. Many people do not have such.

As for your 'problem'.

There are ramps in the doodad tool pallet.

If you do not like what you see, then you can make your own 'walkable' doodads.

I like the wall end small (base) its nearly a box: See my images below. The first is the editor screen shot, the second is in the game - note how all of my units are on top of the wall end short doodads?

In the object editor I copied an invisible platform.

I changed the following parts of the doodad:

Art - Fixed Rotation = -1
Art - Fog Visibility = True
Art - Model file = Wall End Short (base)
Editor - Maximum Scale = 4.00
Pathing - Pathing Texture = None
Text - Name = (here I have several names, depending on the color.

Since the invisible platform is already walkable I did not need to change
Pathing - Is Walkable = True.

I removed pathing to allow structures to be build on the wall ends - I modified the tinting of several varieties, you see two shades of gray and the default white - I also have red, green and blue by simply making copies and changing their tinting.

You can take nearly every doodad and unit model and make it into a walkable 'custom' doodad. Trees do not work well as such.:cry:

A walkable model cannot be stretched out - meaning you can only set its size in all directions. Unlike some models that you can stretch the z or the y or the x.

The stairs are from the Ultimate Terrainer's Map (forget the right name).

If you want to take the same kind of model and stretch it out to make an elongated box, then you would make a custom prop or structure, modify the max and min scales, then set it in and set each scale direction (X, Y, Z). I would suggest making a temporary version of these sorts of doodads - that way you can select all of the temporary versions on your map by selecting one and then hitting Crt+Shift+Tab at the same time - that will select all of the same kind of unit or doodad you have selected. This makes it far, far easier to raise and lower whole sets of doodads, or modify their sizes as one group. Having a temp version with the barrel pathing (as one example) allows you to place them 'squarely' on the map without having to fuss with moving them about.

Once you have your temp version set, then you go to the menu bar, select Advanced/Replace doodads there are several options such as reset variation, or apply the change to selected doodads only.

When using invisible platforms you want to place temporary versions, raise and lower them as needed - get the bottoms of the box to be slightly above the surface you want your units to walk over.

Using invisible platforms you want your doodad to have no pathing. You can come back in and clean it up, add pathing blockers around the edge of your doodad.

Mind the pathing for invisible platforms are walkable, not buildable - meaning any unit that walks, crawls or hovers can use that area, no building that requires buildable can be built there - its much like rocks or crops or other terrains that one can not build on.

Don't want units going up and down, or through the area - place a gate - don't want to see the gate? Then in your triggers use:

  • Destructible - Hide Gate (Vertical) 5088 <gen>
You can use the triggers to open and close the gate, or kill or remove it. hidden gates still block the pathing.

While this looks all complicated written down, it is perhaps the easiest solution instead of making units fly and dealing with collision sizes.

If you do not want a model at all, then just use the invisible platforms.
 

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Level 5
Joined
Sep 3, 2008
Messages
74
Thank ya!

Images: I assume you have 'paint' or an equivalent 'free' (came with the computer you own) program.

Open up a blank paint project. Leave it open. Start your game or test the map - hit Print Screen. for action packed games hit F10 (this effectively pauses the game.

Hold down the Alt key, now hit the tab key - you will magically go to the next program you have running, or go back to your desk top. Select your paint program hit Ctrl V to paste the screen shot on the paint program. Select 'Save As' and give a name to your screen shot and make certain that you select jpeg for your file type. hit save. Repeat as needed changing the name of each image.

Then you can upload images that folk can see without having to download the TGA or open it with a photo-image program. Many people do not have such.

As for your 'problem'.

There are ramps in the doodad tool pallet.

If you do not like what you see, then you can make your own 'walkable' doodads.

I like the wall end small (base) its nearly a box: See my images below. The first is the editor screen shot, the second is in the game - note how all of my units are on top of the wall end short doodads?

In the object editor I copied an invisible platform.

I changed the following parts of the doodad:

Art - Fixed Rotation = -1
Art - Fog Visibility = True
Art - Model file = Wall End Short (base)
Editor - Maximum Scale = 4.00
Pathing - Pathing Texture = None
Text - Name = (here I have several names, depending on the color.

Since the invisible platform is already walkable I did not need to change
Pathing - Is Walkable = True.

I removed pathing to allow structures to be build on the wall ends - I modified the tinting of several varieties, you see two shades of gray and the default white - I also have red, green and blue by simply making copies and changing their tinting.

You can take nearly every doodad and unit model and make it into a walkable 'custom' doodad. Trees do not work well as such.:cry:

A walkable model cannot be stretched out - meaning you can only set its size in all directions. Unlike some models that you can stretch the z or the y or the x.

The stairs are from the Ultimate Terrainer's Map (forget the right name).

If you want to take the same kind of model and stretch it out to make an elongated box, then you would make a custom prop or structure, modify the max and min scales, then set it in and set each scale direction (X, Y, Z). I would suggest making a temporary version of these sorts of doodads - that way you can select all of the temporary versions on your map by selecting one and then hitting Crt+Shift+Tab at the same time - that will select all of the same kind of unit or doodad you have selected. This makes it far, far easier to raise and lower whole sets of doodads, or modify their sizes as one group. Having a temp version with the barrel pathing (as one example) allows you to place them 'squarely' on the map without having to fuss with moving them about.

Once you have your temp version set, then you go to the menu bar, select Advanced/Replace doodads there are several options such as reset variation, or apply the change to selected doodads only.

When using invisible platforms you want to place temporary versions, raise and lower them as needed - get the bottoms of the box to be slightly above the surface you want your units to walk over.

Using invisible platforms you want your doodad to have no pathing. You can come back in and clean it up, add pathing blockers around the edge of your doodad.

Mind the pathing for invisible platforms are walkable, not buildable - meaning any unit that walks, crawls or hovers can use that area, no building that requires buildable can be built there - its much like rocks or crops or other terrains that one can not build on.

Don't want units going up and down, or through the area - place a gate - don't want to see the gate? Then in your triggers use:

  • Destructible - Hide Gate (Vertical) 5088 <gen>
You can use the triggers to open and close the gate, or kill or remove it. hidden gates still block the pathing.

While this looks all complicated written down, it is perhaps the easiest solution instead of making units fly and dealing with collision sizes.

If you do not want a model at all, then just use the invisible platforms.

WOW!THANK YA! Ya helped me so much!So I'm just thinking how long do ya take to write that all down.If I could rep+ for ya I would do it but like ya see I don't have repulation!So thanks thanks!!
 
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