Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
You can make trick that when unit comes close to bridge, replace it by dummy unit with no model and movement type - nothing, and add that unit to players selection.
When it leaves bridge, replace dummy with normal unit.
well Wc3 doesn't have an actual 3d dimension on it so it's not really possible if you want collision or if you create a system like I did in a map I did for a contest 'War Carts CV' if you want to check it out, but other than that I don't think it is possible
there is a map called "quake arena" or something like that which has a complex trigger to do that
I guess the name is wrong but someone might know what I mean
and I bet you will find many threads about this if you search for them
Note: They have two carts, i. e. Human Cart(Ground) which has a movement type of foot, has a movement height of 0.10 and Human Cart(Bridge) has a movement type of fly, and has a movement height of 0.01Based on War Carts CV.
BRIDGING
Bridge
Events
Unit - A unit enters Bridge1 <gen>
Unit - A unit enters Bridge2 <gen>
Conditions
((Triggering unit) is A ground unit) Equal to True
Actions
Set Point = (Position of (Triggering unit))
Set Real = (Facing of (Triggering unit))
Unit - Hide (Triggering unit)
Set CartOut[(Player number of (Owner of (Triggering unit)))] = Ground[(Player number of (Owner of (Triggering unit)))]
Set CartIn[(Player number of (Owner of (Triggering unit)))] = Bridge[(Player number of (Owner of (Triggering unit)))]
Unit - Unhide Bridge[(Player number of (Owner of (Triggering unit)))]
Unit - Make Bridge[(Player number of (Owner of (Triggering unit)))] face Real over 0.00 seconds
Unit - Move Bridge[(Player number of (Owner of (Triggering unit)))] instantly to Point, facing Real degrees
Custom script: call RemoveLocation(udg_Point)
Selection - Select Bridge[(Player number of (Owner of (Triggering unit)))] for (Owner of (Triggering unit))
Set CamraHight[(Player number of (Owner of (Triggering unit)))] = 700.00
Camera - Lock camera target for (Owner of (Triggering unit)) to Bridge[(Player number of (Owner of (Triggering unit)))], offset by (0.00, 0.00) using Default rotation
GROUND
Ground
Events
Unit - A unit enters Ground1 <gen>
Unit - A unit enters Ground2 <gen>
Unit - A unit enters Ground3 <gen>
Unit - A unit enters Ground4 <gen>
Unit - A unit enters Ground5 <gen>
Unit - A unit enters Ground6 <gen>
Unit - A unit enters Ground7 <gen>
Unit - A unit enters Ground8 <gen>
Unit - A unit enters Ground9 <gen>
Unit - A unit enters Ground10 <gen>
Unit - A unit enters Ground11 <gen>
Unit - A unit enters Ground12 <gen>
Unit - A unit enters Ground13 <gen>
Unit - A unit enters Ground14 <gen>
Unit - A unit enters Ground15 <gen>
Unit - A unit enters Ground16 <gen>
Unit - A unit enters Ground17 <gen>
Unit - A unit enters Ground18 <gen>
Unit - A unit enters Ground19 <gen>
Unit - A unit enters Ground20 <gen>
Unit - A unit enters Ground21 <gen>
Unit - A unit enters Ground22 <gen>
Unit - A unit enters Ground23 <gen>
Unit - A unit enters Ground24 <gen>
Unit - A unit enters Ground25 <gen>
Unit - A unit enters Ground26 <gen>
Conditions
((Triggering unit) is A flying unit) Equal to True
Actions
Set Point = (Position of (Triggering unit))
Set Real = (Facing of (Triggering unit))
Unit - Hide (Triggering unit)
Set CartOut[(Player number of (Owner of (Triggering unit)))] = Bridge[(Player number of (Owner of (Triggering unit)))]
Set CartIn[(Player number of (Owner of (Triggering unit)))] = Ground[(Player number of (Owner of (Triggering unit)))]
Unit - Unhide Ground[(Player number of (Owner of (Triggering unit)))]
Unit - Make Ground[(Player number of (Owner of (Triggering unit)))] face Real over 0.00 seconds
Unit - Move Ground[(Player number of (Owner of (Triggering unit)))] instantly to Point, facing Real degrees
Custom script: call RemoveLocation(udg_Point)
Selection - Select Ground[(Player number of (Owner of (Triggering unit)))] for (Owner of (Triggering unit))
Set CamraHight[(Player number of (Owner of (Triggering unit)))] = 600.00
Camera - Lock camera target for (Owner of (Triggering unit)) to Ground[(Player number of (Owner of (Triggering unit)))], offset by (0.00, 0.00) using Default rotation
It is impossible to get a unit to walk under a bridge due to the fact there is no "under bridge" space in the play field.
Both pathing and graphics do not support this.
Triggers might emulate the effect of a 2 layer bridge but they do need to do stuff like changing units and can potentially bug legit units who use certain pathings.
Tcx probably set's the units' fly height when they are on the bridge or sets the height altogether. Since there is no railing/pathfinding needed, that's no prob.
The big problem is how to tell which surface a unit is on and to restrict it from moving off the correct surface. As far as the game knows, the bridge should allow units to go from on it to out from under it as there is no logical support for 2 pathing layers.
The triggering that I did in my map was kinda inbuilt for it so I don't really recommend using the system in a map unless you want to have two units for each one unit in it and also don't use flying units if you want collision.
Also note Mitzui I made it up and didn't really put much time into it so it isn't really perfect and I also had to have another trigger that you missed that actually had to make the hidden unit face the same way that the current unit that isn't hidden face as it kinda bugs without it.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.