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Map making help needed trigger => cliffs

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Level 2
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Jul 14, 2011
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Hi!
I got a great idea for a map, but i got no idea how to do it. :vw_unimpressed:
First of all i want to make triggers to make random cliffs with ramps to spawn randomly. I got some idea to make it with triggers, and regions, but i don't know will it work.

thanks in advance
 
Level 23
Joined
Apr 16, 2012
Messages
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he want to create the terrain after game started with triggers.
I have personally tried this and I didn't find any actions for raising terrain(to make cliffs) nor for ramps so I'm not sure if there is one at least not in GUI. Maybe someone knows how to do it.
 
I don't think you can create cliffs in-game. You cannot even create doodads (only destructables).

However, you can raise the terrain to make cliffs like displayed there.
You may also create destructables that use the models of the cliffs. It will be a pain to make triggers for that, though.
The letters have a signification :
-A stands for a 0 cliff level rise
-B stands for a 1 cliff level rise
-C stands for a 2 cliff level rise
The 4 letters are for the 4 cornes of the model.
So AAAB will be a 1 cliff level rise corner.

You have to use a replaceable texture for those models,
like "ReplaceableTextures\Cliff\A_cliff0.blp" (I think that A means "Ashenval" here).

Doodads\Terrain\Cliffs\CliffsAAAB0.mdx
Doodads\Terrain\Cliffs\CliffsAAAB1.mdx
Doodads\Terrain\Cliffs\CliffsAAAC0.mdx
Doodads\Terrain\Cliffs\CliffsAAAC1.mdx
Doodads\Terrain\Cliffs\CliffsAABA0.mdx
Doodads\Terrain\Cliffs\CliffsAABA1.mdx
Doodads\Terrain\Cliffs\CliffsAABB0.mdx
Doodads\Terrain\Cliffs\CliffsAABB1.mdx
Doodads\Terrain\Cliffs\CliffsAABB2.mdx
Doodads\Terrain\Cliffs\CliffsAABC0.mdx
Doodads\Terrain\Cliffs\CliffsAACA0.mdx
Doodads\Terrain\Cliffs\CliffsAACA1.mdx
Doodads\Terrain\Cliffs\CliffsAACB0.mdx
Doodads\Terrain\Cliffs\CliffsAACC0.mdx
Doodads\Terrain\Cliffs\CliffsAACC1.mdx
Doodads\Terrain\Cliffs\CliffsABAA0.mdx
Doodads\Terrain\Cliffs\CliffsABAA1.mdx
Doodads\Terrain\Cliffs\CliffsABAB0.mdx
Doodads\Terrain\Cliffs\CliffsABAB1.mdx
Doodads\Terrain\Cliffs\CliffsABAC0.mdx
Doodads\Terrain\Cliffs\CliffsABBA0.mdx
Doodads\Terrain\Cliffs\CliffsABBA1.mdx
Doodads\Terrain\Cliffs\CliffsABBA2.mdx
Doodads\Terrain\Cliffs\CliffsABBB0.mdx
Doodads\Terrain\Cliffs\CliffsABBB1.mdx
Doodads\Terrain\Cliffs\CliffsABBC0.mdx
Doodads\Terrain\Cliffs\CliffsABCA0.mdx
Doodads\Terrain\Cliffs\CliffsABCB0.mdx
Doodads\Terrain\Cliffs\CliffsABCC0.mdx
Doodads\Terrain\Cliffs\CliffsACAA0.mdx
Doodads\Terrain\Cliffs\CliffsACAA1.mdx
Doodads\Terrain\Cliffs\CliffsACAB0.mdx
Doodads\Terrain\Cliffs\CliffsACAC0.mdx
Doodads\Terrain\Cliffs\CliffsACAC1.mdx
Doodads\Terrain\Cliffs\CliffsACBA0.mdx
Doodads\Terrain\Cliffs\CliffsACBB0.mdx
Doodads\Terrain\Cliffs\CliffsACBC0.mdx
Doodads\Terrain\Cliffs\CliffsACCA0.mdx
Doodads\Terrain\Cliffs\CliffsACCA1.mdx
Doodads\Terrain\Cliffs\CliffsACCB0.mdx
Doodads\Terrain\Cliffs\CliffsACCC0.mdx
Doodads\Terrain\Cliffs\CliffsACCC1.mdx
Doodads\Terrain\Cliffs\CliffsBAAA0.mdx
Doodads\Terrain\Cliffs\CliffsBAAA1.mdx
Doodads\Terrain\Cliffs\CliffsBAAB0.mdx
Doodads\Terrain\Cliffs\CliffsBAAB1.mdx
Doodads\Terrain\Cliffs\CliffsBAAC0.mdx
Doodads\Terrain\Cliffs\CliffsBABA0.mdx
Doodads\Terrain\Cliffs\CliffsBABA1.mdx
Doodads\Terrain\Cliffs\CliffsBABB0.mdx
Doodads\Terrain\Cliffs\CliffsBABB1.mdx
Doodads\Terrain\Cliffs\CliffsBABC0.mdx
Doodads\Terrain\Cliffs\CliffsBACA0.mdx
Doodads\Terrain\Cliffs\CliffsBACB0.mdx
Doodads\Terrain\Cliffs\CliffsBACC0.mdx
Doodads\Terrain\Cliffs\CliffsBBAA0.mdx
Doodads\Terrain\Cliffs\CliffsBBAA1.mdx
Doodads\Terrain\Cliffs\CliffsBBAB0.mdx
Doodads\Terrain\Cliffs\CliffsBBAB1.mdx
Doodads\Terrain\Cliffs\CliffsBBAC0.mdx
Doodads\Terrain\Cliffs\CliffsBBBA0.mdx
Doodads\Terrain\Cliffs\CliffsBBBA1.mdx
Doodads\Terrain\Cliffs\CliffsBBCA0.mdx
Doodads\Terrain\Cliffs\CliffsBCAA0.mdx
Doodads\Terrain\Cliffs\CliffsBCAB0.mdx
Doodads\Terrain\Cliffs\CliffsBCAC0.mdx
Doodads\Terrain\Cliffs\CliffsBCBA0.mdx
Doodads\Terrain\Cliffs\CliffsBCCA0.mdx
Doodads\Terrain\Cliffs\CliffsCAAA0.mdx
Doodads\Terrain\Cliffs\CliffsCAAA1.mdx
Doodads\Terrain\Cliffs\CliffsCAAB0.mdx
Doodads\Terrain\Cliffs\CliffsCAAC0.mdx
Doodads\Terrain\Cliffs\CliffsCAAC1.mdx
Doodads\Terrain\Cliffs\CliffsCABA0.mdx
Doodads\Terrain\Cliffs\CliffsCABB0.mdx
Doodads\Terrain\Cliffs\CliffsCABC0.mdx
Doodads\Terrain\Cliffs\CliffsCACA0.mdx
Doodads\Terrain\Cliffs\CliffsCACA1.mdx
Doodads\Terrain\Cliffs\CliffsCACB0.mdx
Doodads\Terrain\Cliffs\CliffsCACC0.mdx
Doodads\Terrain\Cliffs\CliffsCACC1.mdx
Doodads\Terrain\Cliffs\CliffsCBAA0.mdx
Doodads\Terrain\Cliffs\CliffsCBAB0.mdx
Doodads\Terrain\Cliffs\CliffsCBAC0.mdx
Doodads\Terrain\Cliffs\CliffsCBBA0.mdx
Doodads\Terrain\Cliffs\CliffsCBCA0.mdx
Doodads\Terrain\Cliffs\CliffsCCAA0.mdx
Doodads\Terrain\Cliffs\CliffsCCAA1.mdx
Doodads\Terrain\Cliffs\CliffsCCAB0.mdx
Doodads\Terrain\Cliffs\CliffsCCAC0.mdx
Doodads\Terrain\Cliffs\CliffsCCAC1.mdx
Doodads\Terrain\Cliffs\CliffsCCBA0.mdx
Doodads\Terrain\Cliffs\CliffsCCCA0.mdx
Doodads\Terrain\Cliffs\CliffsCCCA1.mdx


Another solution is to make separated terrains and then random the one on which the player will play. But that limits the randomness.
 
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