- Joined
- Oct 18, 2008
- Messages
- 945
I've done a bit of testing on altering terrain pathing through triggers and that seems to be workable, if a little taxing on performance.
next is making the terrain appear in a reasonable way. cliff level visuals cannot be altered ingame except one way: making the whole map water and raising the parts that should be land by using terrain deformations. I've never worked them before but people have warned me about many of their aspects. we'll see how workable this method is.
drawing on minimap is rather difficult. destructibles placed by trigger do not have a minimap icon and spamming units everywhere just to color things would ruin everyone's FPS. the only reasonable method I know of is blight. I've done a few things with it and damn is that shit chancy. perhaps it wants me to understand some intricacy or perhaps it's just following some infernal dice-roll on its behavior.
(a lucky break - blighting a spot that is underwater tends to not actually place any visible blight, but does change the minimap)
with no other option I've experimented on these two by basically slapping random numbers on my trigger and seeing what it does. behold, the result:
this is not yet connected to anything that alters pathing but I don't anticipate much additional difficulty on that part. we'll see.
further considerations:
- the blight tends to randomly make some visibly blighted spots. that behavior can probably be changed or overridden some way. might it be possible to stop blight from making visuals altogether? - blighting the map before raising any of it takes care of that
- how will changing map size affect the visual to minimap sync? who knows. - seems to work at any map size
- is there a way to get the height of a point of terrain in order to change the pathing? that might make this all very easy. - yes
- what's the most optimal unit of size to raise/unblight terrain by?
- can the terrain deformations be cancelled in order to gen the map again?
- is blight minimap color changeable to a nicer shade of blue?
here's my fairly simple trigger:
next is making the terrain appear in a reasonable way. cliff level visuals cannot be altered ingame except one way: making the whole map water and raising the parts that should be land by using terrain deformations. I've never worked them before but people have warned me about many of their aspects. we'll see how workable this method is.
drawing on minimap is rather difficult. destructibles placed by trigger do not have a minimap icon and spamming units everywhere just to color things would ruin everyone's FPS. the only reasonable method I know of is blight. I've done a few things with it and damn is that shit chancy. perhaps it wants me to understand some intricacy or perhaps it's just following some infernal dice-roll on its behavior.
(a lucky break - blighting a spot that is underwater tends to not actually place any visible blight, but does change the minimap)
with no other option I've experimented on these two by basically slapping random numbers on my trigger and seeing what it does. behold, the result:

this is not yet connected to anything that alters pathing but I don't anticipate much additional difficulty on that part. we'll see.
further considerations:
- what's the most optimal unit of size to raise/unblight terrain by?
- can the terrain deformations be cancelled in order to gen the map again?
- is blight minimap color changeable to a nicer shade of blue?
here's my fairly simple trigger:
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Melee Initialization
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Events
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Player - Player 1 (Red) skips a cinematic sequence
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Conditions
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Actions
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Set QPoint[2] = (Point(-3100.00, 2800.00))
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Environment - Create Blight for Player 1 (Red) across (Playable map area)
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For each (Integer A) from 1 to 22, do (Actions)
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Loop - Actions
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Set QPoint[2] = (QPoint[2] offset by (310.00, 0.00))
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Set QPoint[3] = QPoint[2]
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For each (Integer B) from 1 to 22, do (Actions)
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Loop - Actions
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Set QPoint[3] = (QPoint[3] offset by (0.00, -310.00))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Random integer number between 1 and 10) Greater than 6
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Then - Actions
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Environment - Create a 0.33 second Permanent crater deformation at QPoint[3] with radius 300.00 and depth -100.00
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Environment - Remove Blight for Player 1 (Red) from QPoint[3] to a radius of 150.00
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Else - Actions
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