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Ceiling Tiles

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Level 5
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May 27, 2007
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What I'm looking for is someone who can make a Doodad that's walkable on top, placeable in mid-air, and and has a texture on the bottom, preferably metallic but anything will do. It MUST match the purple Dalaran tiles.

I'd prefer it if they were the same size as a single tile.

Pretty much, I've tried everything to get a Roof effect, but nothing works. This is probably the only way I'll be able to build a base the way I need it.
 
Level 7
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Apr 23, 2007
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unless im mistaken if you make a doodad walkable any unit that tries to walk under it will be teleported on top of it and it woud also be easier if you had some body modify the elevator to have a bottom seeing as it takes on the maps terrain as its skin
 
Level 13
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I was actually thinking this would be very beneficial as well (Especially for terraining). I havnt yet created such a tile but I was working on it long before this request. Although I dont have anything like that yet, I will be happy to try when I get the chance.

Edit: Done. I made one but the only downside is it has the purple on both sides. Just be sure to increase the size to about 1.9 so it can be the same size as a normal tile. Also, I suggest using the farm pathing so it snaps into place.
Note: Skin Path is
Code:
Tile.blp

I know its not great, But its the best I know how to do. Perhaps I'll update it next chance I get
 

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Level 5
Joined
May 27, 2007
Messages
132
Herio, I haven't imported it and tried it yet(working on a related, but different, map right now) but have you walker a unit physically under it or just placed the unit where it "LOOKS like it's under it? The camera in Warcraft 3 plays tricks on your eyes. Did you actually make it WALK under the tiles?
 
Level 7
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Apr 23, 2007
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326
um its called make a dummy doodad with no size that isnt walkable and use ctrl+page up to in crease height then units can walk under it the only prob is it blocks camera view and would prob only work in and FPS map

PS. Herio is it possible that you could make it use the current cliff1 skin like the elevator does so if you import a skin or use a normal WE skin it would take that automatically?
 
No. Very simple, in fact. Just make two regions:
Code:
___________________________________
|                                 |
|                   Top floor     |
|                                 |
|                                 |
|_______________________ [b][Reg1][/b] __|
                        |[b][Reg2][/b]|
              Ramp ---> |      |
                        |______|

When a unit enters Reg1, set its flying height to, say, 300. When it enters Reg2, set it back to 0.

The ramp is walkable.
 
Actually i have some skill with this. have an entering region and an exiting region. Have Elevator doodads everywhere, make their colision size none, and make each floor a different doodad. use triggers to hide doodad of type "floor 3"
no flying heights nescessary. unless you want them to fall, just set unit flying height to height of balcony. then just as simple set the flying height to 0 over 2 seconds. i can make a demonstration map if neccesary. Pathing blockers work very well pyritie. please remember that there are flying blockers AND ground blockers, + you can simply kill the blockers when they enter a certain region. Or revive them just the same.
 
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