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Flying Buildings

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Hey!

I just stomped on this problem. I making this TD, that i'm fitting with a brand new style, with lots of innovation and such. I'm waiting a bit to place it in the Project development thread, though.

But! The problem is this:

I have a building, with the model of a dragon. I Added flying height in the object editor, and tried fixing it through the trigger editor, but when i place the unit, trigger style, it's height is 0, and therefore a lot of it is below the ground. It's not good. I would prefer to keep the model, since it fits very nicely. Anyone got any suggestions on how to fix the flying height?
 
Level 19
Joined
Feb 25, 2009
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The movement type of the unit must be "Hover" or "Flying" to apply heights.

Movement - Type - Hover means the target is still count as ground, but it looks like its flying.
Movement - Type - Flying means the target is count as flying, and its flying, but it cannot be attacked by ground enemies.
 
There is no possible way to set the height of a Structure or Building. I've tried many methods already, with no success.

What you can do is convert a unit to a structure, set the ground texture and then convert back to a unit. Set the collision to 72 for the default 4x4 towers and thats it.
However, it has a big flaw. For example you cant build those towers next to each other because the automatic push-flying-units-away-from-each-other will mess them up.
So ya, what you can do though is, edit the model and make it float there.
 
Level 4
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Why don't you try making the building not a building (set the flag for it's a building to false).
Also, if this doesn't work, you could try giving the building model and abilities to a normal flying unit and see if it works the way you want.

Hope this helps you.
 
there was some way to do this with the root ability of the nightelf ancients (unfortunately I don't remember how it was done exactly)
I was able to do it with the normal ancient but not with a custom unit
there must be something else to do with it (and there was a tutorial about it somewhere but I wasn't able to find it either)

I attached the map so you can try and find out which was the thing to change

+ you get a little bonus: the unit turns while attacking :grin:
 

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there was some way to do this with the root ability of the nightelf ancients (unfortunately I don't remember how it was done exactly)
I was able to do it with the normal ancient but not with a custom unit
there must be something else to do with it (and there was a tutorial about it somewhere but I wasn't able to find it either)

I attached the map so you can try and find out which was the thing to change

+ you get a little bonus: the unit turns while attacking :grin:

Dude, Thnx man!
I also found the solution on how to make it work on custom towers. Something so little haha.
Btw. i was the dude who made that tutorial using the root ability: Tower Turning Tutorial
Am gonna edit and post the flying building solution now.

All you had to do is edit Art - Elevation - Sample Points and set it to 0. XD
I dunno why I didn't test that out ealier, but thnx to your map it made me go through it again haha.
 
Level 14
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ok... I tried but when I did, the animation got all stretched out...

Try just makeing them not buildings? with no movment speed?
btw that is what he should do

one more thing

if you have units that must not target structure

make the structure suicidal
make unit that cannot attack structure that he cannot attack suicidal too (targets allowed - non suicidal)

if you have triggers that work on structure you will have to make different condition
(for example you can set point value of all units that should be structure to 99...)

Flying heights of building cannot be changed
 
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