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[Trigger] Is There anyway To make a Destructible Move Around

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Does it need to be a destructible?

Units can be walkable as well, if they are structures, but if you make it a non-building unit, then you can give it a movement type of 'Fly' and then just set its flying height to zero, or even any other movement type and make it with a collision size of zero.
 
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Does it need to be a destructible?

Units can be walkable as well, if they are structures, but if you make it a non-building unit, then you can give it a movement type of 'Fly' and then just set its flying height to zero, or even any other movement type and make it with a collision size of zero.
It needs have a use for the pathing Map. It uses this model: Walkable Ship
 
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I'm sorry, I should have taken the time to fully acknowledge what you were asking for.

The short answer is yes, and I don't think this is even the hard part.
I think the hard part is going to be keeping the units height, rotation, and movement relative to the height, rotation, and movement of the ship during the cutscene. This is going to be a lot harder if you want the ship to sway like it does in its "Stand 1" animation. I recommend having it use a fixed animation.

If you give a non-structure unit the "Storm Crow Form" ability, and then remove it, you will be able to use this action:
  • Animation - Change <some unit> flying height to <some height> at <some rate>
The unit still won't be able to fly over obstacles and will move according to its actual movement type.
I would leave each unit's movement type the same and would not give them a movement type of 'sea'.

Here's what I would do knowing that:
  1. Make a destructible dummy that is just the Pathing Map of the Ship (no model).
  2. Make a non-structure unit using the Ship Model as it's model, set its Collision Size to zero.
  3. Place the Ship unit on top of the destructible dummy and stop its animation from swaying.
  4. Whenever the Ship is loaded and ready to depart:
    1. Remove/disable whatever it was that allowed any units to come aboard.
    2. Disable control, Add/Remove Storm Crow Form, and Turn Off Collision for all of the boarded units.
    3. Maintain the Flying Height, Rotation, and Position of each of the units as the Ship & Company are made to move by Triggers.
      • I'm not going to go into heavy detail here without a little back-and-forth about how it all should look.
      • A basic version of this may be simpler than it sounds.
 
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Uncle

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Another method would be to create the sense of movement. Instead of the Ship moving around have the objects surrounding it move. The other objects could be Units with the Locust ability or Special Effects which can both be moved periodically using a Timer. You can track each objects X or Y axis to determine when it has moved offscreen and remove it from the game in response.
 
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Exactly like that.
So, this is a video of a custom game engine. I thought it would make an interesting example, but the game engine used in the video has features and APIs that the Warcraft III does not have. The map/experience shown in the video cannot be expressed on the game that you have. It's not like a protected map but just like a different set of computer functions at the low level, like if you played WoW or something.

But why do you need it to be doing something so complex if it's just for a cinematic? What if you achieve the cinematic that you desire, but with the technology of Warcraft III?

For example, you could have a scene in the cinematic where the units walk towards the ships while the heroes are saying goodbye, then jump to a camera angle facing away from the units, causing the human player's sense of object permanence to imagine the units boarding the ships, then jump the camera back to a wide angle showing the units running around on the ships -- but this time, they are a part of the ship model rather than actual physical units, so that when the ship moves then these little units walking on the deck move also because they are just part of an advanced custom ship model?
 
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