I have a scene in my map where you race a boat down a river. While this is happening, the terrain under the water rises, giving the illusion that the water disappears. The action is:
I can't prove it...but I swear it wasn't this way last month! I am certain the raised land killed the boats, and I'm pretty confident that units were running around on the raised land as well. I've made many changes to the map, so perhaps I switched something out. Does anyone have any idea how to affect pathing with terrain deformations, or better yet, to be able to detect whether a point is pathable to water taking into account the terrain deformations?
UPDATE: I dug up an older version of my map (it was not easy) and I discovered that it was never the pathing that killed the boats. When you raise land over water using terrain deformations, the game still treats that as water. It does change the height of the terrain though, and so the ship was dying because my triggers detected that it was going uphill (I have that in the code so that a ship cannot sail up a waterfall).
UPDATED QUESTION: I would like to raise terrain in water and make it icy so that it looks like someone froze the water. That part works. What I want next is land units to be able to fight on the ice, but not go into the water. Is there a way to manually make water in a set area walkable? I was thinking maybe something like an invisible flat bridge? I'm not very good at destructables though...and it would have to be water pathable before the event (when the watery area isn't frozen).
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Environment - Create a (tempReal2 / 1.00) second wave deformation from tidalPoint4 to tidalPoint5 with radius (tempReal / 3.00), depth -120.00, and a 12.00 second trailing delay
I can't prove it...but I swear it wasn't this way last month! I am certain the raised land killed the boats, and I'm pretty confident that units were running around on the raised land as well. I've made many changes to the map, so perhaps I switched something out. Does anyone have any idea how to affect pathing with terrain deformations, or better yet, to be able to detect whether a point is pathable to water taking into account the terrain deformations?
UPDATE: I dug up an older version of my map (it was not easy) and I discovered that it was never the pathing that killed the boats. When you raise land over water using terrain deformations, the game still treats that as water. It does change the height of the terrain though, and so the ship was dying because my triggers detected that it was going uphill (I have that in the code so that a ship cannot sail up a waterfall).
UPDATED QUESTION: I would like to raise terrain in water and make it icy so that it looks like someone froze the water. That part works. What I want next is land units to be able to fight on the ice, but not go into the water. Is there a way to manually make water in a set area walkable? I was thinking maybe something like an invisible flat bridge? I'm not very good at destructables though...and it would have to be water pathable before the event (when the watery area isn't frozen).
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