# Can we make a unit move below a bridge?

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Level 17
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#### Bannar

Code Reviewer
Level 26
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.

#### SA Dashie

Level 22
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

#### D4RK_G4ND4LF

Level 19
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

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#### rysnt11

Level 17
@supertoinkz: yep, how they make it?

#### Mitzui

Level 9
but i have an opened map, not protected, shared by them, what map are you talking about? maybe i can help you

#### rysnt11

Level 17
They made 2 unit can walk at the bridge and below the bridge

#### Mitzui

Level 9
what is the name of the map?

Level 17
Tcx map

Level 17
Google?

#### Mitzui

Level 9
try this

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 0.01 Based on War Carts CV.

 BRIDGING Bridge Events Unit - A unit enters Bridge1 Unit - A unit enters Bridge2 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 Unit - A unit enters Ground2 Unit - A unit enters Ground3 Unit - A unit enters Ground4 Unit - A unit enters Ground5 Unit - A unit enters Ground6 Unit - A unit enters Ground7 Unit - A unit enters Ground8 Unit - A unit enters Ground9 Unit - A unit enters Ground10 Unit - A unit enters Ground11 Unit - A unit enters Ground12 Unit - A unit enters Ground13 Unit - A unit enters Ground14 Unit - A unit enters Ground15 Unit - A unit enters Ground16 Unit - A unit enters Ground17 Unit - A unit enters Ground18 Unit - A unit enters Ground19 Unit - A unit enters Ground20 Unit - A unit enters Ground21 Unit - A unit enters Ground22 Unit - A unit enters Ground23 Unit - A unit enters Ground24 Unit - A unit enters Ground25 Unit - A unit enters Ground26 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

#### rysnt11

Level 17
it creates another unit..
What i want is the current unit walk below the bridge..

#### Mitzui

Level 9
it think the bridge was based off an ice floe

#### Dr Super Good

Spell Reviewer
Level 63
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.

#### rysnt11

Level 17
But, dsg, i see the map called tcx use the bridge system like that

#### Mitzui

Level 9
i can attach the map here..
(it's not protected, from their website)
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#### Attachments

• War Carts CV.w3x
166.4 KB · Views: 60

#### WaterKnight

Level 26
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.

#### Dr Super Good

Spell Reviewer
Level 63
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.

#### rysnt11

Level 17
@mitzui: haven't i told you that i don't want to change the unit?

Level 9
haha...

#### SA Dashie

Level 22
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.

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