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HerrDave's Gate System

This bundle is marked as pending. It has not been reviewed by a staff member yet.
Finally we have a system for capturable gates which can be opened and closed, and update the Pathing AI when opened/closed!

How do these gates work?
  • Each gate has 3 versions, Open, Closed and Ruins
  • The moment a gate starts opening, it becomes pathable for units (You don't need to wait for the doors to be all the way open before you can move)
    [*]The gate only becomes solidly "closed" once the doors are fully closed (Like in Battle for Middle-earth)
  • If a unit is running towards a closing gate and doesn't make it in time, it will automatically seek out another path instead of thinking it is still open and rubbing it's face on the doors
  • Units caught inside a closing gate automatically get "pushed out" and will resume normal pathing
  • If a Gate dies, it will turn into Ruins and change ownership to the Attacker
  • These gates will never "snap" to another location when changing variants (this was an issue with older Gate Systems in Warcraft 3 based on Bear Form)
    [*]Gate Ruins can be "upgraded" into Open Gates again





Installation Guide:
(Inside HerrDave's GateSystem map)
  • Go to the Object Editor and copy the [Open Gate] and [Close Gate] abilities, and paste them in your map
  • Go to the Object Editor and copy all 3 variations of each Gate Angle you need [Gate Closed, Gate Open, Gate Ruins] and paste them in your map
  • Go to the Trigger Editor and copy the [Gate System] folder and paste it in your map
(Now inside your map)
  • Check your Open Gates and make sure they have the [Close Gate (Q Tranquility)] ability
  • Check your Closed Gates and make sure they have the [Open Gate (Q Tranquility)] ability
-Check your Gate Ruins and make sure under [Techtree - Upgrades To] has an [Open Gate] variant matching the same angle as the Ruins

All done, you now have gates!
Contents

HerrDave's Gate System (Map)

So this actually updates the pathing, but why?

Unit - Create 1 Gate Ruins (Ruins Horizontal) for (Owner of (Killing unit)) at (GateLocation offset by (0.00, 0.00)) facing Default building facing degrees
^ should be owner of triggering unit (no change of ownership)
ah nevermind you want the gates to be captured

Unit - Create 1 Gate Ruins (Ruins Diagonal Left) for (Owner of (Killing unit)) at (GateLocation offset by (0.00, 0.00)) facing Default building facing degrees
^ doesn't offset leak a second location? (unless 0,0 does not)
 
It actually may,
I'll stick in a Location variable that cleans itself up
Updated the Gate Ruins section to:
Unit - Create 1 Gate Ruins (Ruins Horizontal) for (Owner of (Killing unit)) at GateLocation facing Default building facing degrees

*Edit
There we go, updated
Thanks for catching that!
 
Last edited:
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