• 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!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

flying heights

Status
Not open for further replies.
Level 14
Joined
Jan 15, 2007
Messages
349
Since you cant detect the size of objects you have to make a system with regions like Berzeker said or a period function which prove if there is a object in the near and with if then else prove how the size is of the object and how the z is of your unit. A other way it won't work I think.

Edit: Of course you have to prove which kind of object it is per unitid or destructable id to know how the size is of the object. So that will be much if then else if you got much objects.
 
Level 3
Joined
Feb 15, 2008
Messages
25
I was looking to do the same thing, but none of it made any sense to me. So I did my own method, I made new pathing blockers and made their models look like trees (or whatever), now you can terrain like you normally would, but you wouldn't be able to go over them. I'll tell you how.

-----The Doodads-----
First: Terrain your wanted doodads as you normally would, making sure they are fairly close together (Your units can still go around them). Mix it up a little, make different plants, trees, rocks, ect. Change the Editor - Minimum Scale and Maximum scale to your preference, so there will be a vast selection of sizes.

-----THE BLOCKER------
First: Go to the Object Editor
Second: Destructables
Third: Pathing Blockers - Create a new one of the type you want (air, ground, both, make sure it is (large)) for each type of doodad you in your map (that you don't want your units to fly over/move through). It won't take that long once you have one already (CoPy & pAsTe FTW).
Fourth: Depending upon what you chose for your doodads, a tree, a rock, whatever. Change the Model File as well as the Variations of the new blocker to match your chosen doodads. Also depending on which doodads you chose, they will have a Replaceable Texture File and Replaceable Texture ID, NOTE: FOR THIS TO WORK, match your new blocker to its respective doodad's Replaceable Texture File & ID.
Sixth: Match the size variations you want your new blocker to range from to your chosen doodad. (Editor - Minimum Scale/Maximum Scale).
Seventh IMPORTANT: Change the new blocker's Pathing - Pathing Texture to NONE for the moment.

-----PLACING YOUR NEW BLOCKERS-----
First: Leaving the Object Editor, go to Advanced up on the main window toolbar.
Second: Replace Doodads
Third: For the OLD DOODAD, select one of your chosen doodads. For the NEW DOODAD select your new blocker that matches that doodad. Click OK.
Fourth: Rinse & Repeat for all of the blockers you've made.
Fifth: Go back into Object Editor and change your blocker's Pathing - Pathing Texture back to its (type) (Large). NOTE: If you didn't set your pathing to NONE before this step, then a message in your main WE window will say "Could not place in current positions... blah blah.

That's IT!!! Enjoy your new map that looks beautiful (maybe ;) and doesn't let units move through/over the terrain.
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,258
Use pathable destrucables with air pathing enabled or terane.

Get the unit flying height and add on the terane height at the location under the unit every 30-60 times a second.
If the terane excededs the defined flying heifght you simply push the unit back a lot.
All the time you update the flying height to match that of a level altitude by geting the wanted height and subtracting the terane height.

Should work prefectly for 30 flaying units, 40 with a push but for any large number, revert to pathing blockers.
 
Level 3
Joined
Feb 15, 2008
Messages
25
Oh I see. Well you could still do it my way, however you can set the size of the tree blockers to be around the height you don't want your units to fly over, and place them individually instead of replacing every doodad? Just a thought, well, I hope you find what you are looking for.

Happy Sailing.
 
Level 4
Joined
May 17, 2008
Messages
75
I've done tests with GetLocationZ, and walkable doodads seem to make the returned value desync (so will a combination of terrain deformation and fog of war).
 
Status
Not open for further replies.
Top