Pathing Problems

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Level 4
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Sep 27, 2009
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I tried to make a bridge but the area underneath it was impassable so I tried raising it, this did not work. So I deleted the bridges and added both invisible platforms and dead elevators, for some reason the pathing doesn't seem to apply to raised or lowered doodads - which is really strange 'cause having the elevators raised up all that way then a unit walks over them and bamn up on a really high level of terrain.

Any thoughts on how to make the bridges pathing for just the top level then a path underneath?
 
Level 9
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Aug 27, 2009
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Yes, you cant go under Elevators / Bridges..

But if you add 2 regions, one on each side of the bridge (Underneath) you can add this triggers:

  • Trigger1
    • Events
      • Unit - Unit enter <Region 1>
    • Actions
      • Unit - Move unit (instantly) to <Region 2>
  • Trigger2
    • Events
      • Unit - Unit enter <Region 2>
    • Actions
      • Unit - Move unit (instantly) to <Region 1>
Remember to remove leaks! :)
 
Level 4
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Not entirely sure what you mean Saia_Djinn.
Also elejrk means for underneath - they get to the lower level and once they reach the bridge they get put on the other side making it somewhat passable to where they can still walk over it on the upper level.
 
Level 8
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Feb 15, 2009
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you create a own bridge in OEdoodads then place it (to see where you put it) and then remove the model in OE (just set it to nothing.mdl) now units run over the invisible bridge which could be pimped by putting doodads on the invisible bridge(and height them with ctrl+ pos1[i set own combination look it up in your editor settings what keys u need to press to let a doodad "fly"]) with this u can make bridges out of e.g. iceshelfes
hope this clears my way up
 
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