- Joined
- Dec 22, 2011
- Messages
- 9
Hi,
So.. when a doodad is scaled, it increases in size, but the pathing remains as it was. As a result, units can move through scaled large doodads with ease.
This is originally fixed via placing pathing blockers in doodads to make them un-walkable.
However, when it comes to gates... scaling makes them large, but pathing remains the same. however, one cannot fix it via pathing blockers as originally done. So my question is, how do you make a large um-walkable gate that becomes walkable upon opening?
I thought of a solution, that is to place pathing blockers but to use triggers to remove them while opening the gate at the same time. would it work out fine?
So.. when a doodad is scaled, it increases in size, but the pathing remains as it was. As a result, units can move through scaled large doodads with ease.
This is originally fixed via placing pathing blockers in doodads to make them un-walkable.
However, when it comes to gates... scaling makes them large, but pathing remains the same. however, one cannot fix it via pathing blockers as originally done. So my question is, how do you make a large um-walkable gate that becomes walkable upon opening?
I thought of a solution, that is to place pathing blockers but to use triggers to remove them while opening the gate at the same time. would it work out fine?