- Joined
- Aug 18, 2009
- Messages
- 4,097
For me, it was never really clear how wc3/the editor realizes bridges that stretch over cliff levels collision-wise. I thought that the pathing texture of the bridge would paint over that of the cliff. Well yes, it does but it already happens in the editor and it is not additive. That means you cannot create a functional bridge during runtime. Blizzard has kept it simple there and blundered.
The editor erases the terrain pathing where walkable destructables are placed. If you move or delete it, the terrain pathing is restored. You can expose this trick by setting the "Is walkable" property to False while the destructable is on the cliff. Doing so creates a gap in the cliff pathing because Blizzard forgot to update on this event.
If a bridge was destroyed (killed) ingame, you could guess its pathing vanishes and this would also dig a hole into the cliffs. Blizzard has veiled this by giving their default bridges death versions with blocking pathing textures.
The editor erases the terrain pathing where walkable destructables are placed. If you move or delete it, the terrain pathing is restored. You can expose this trick by setting the "Is walkable" property to False while the destructable is on the cliff. Doing so creates a gap in the cliff pathing because Blizzard forgot to update on this event.
If a bridge was destroyed (killed) ingame, you could guess its pathing vanishes and this would also dig a hole into the cliffs. Blizzard has veiled this by giving their default bridges death versions with blocking pathing textures.