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water walk

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Level 3
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Jul 17, 2004
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57
has any1 an idea how to make deep water (temporary)
passable by ground (not amphibic/air/swimmer) units ?!
 
Level 11
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Hmm... You can try to give the unit two forms and simply morph between (like Burrowed and Unburrowed for Crypt Fiends). This is good if you want to use it for your own map or teach others how to change it for CERTAIN units. It will however not be universal. That is the only way I can think of...

~Daelin
 
Level 7
Joined
May 16, 2004
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You could make a spell that hits an AOE and then makes a negative crater at that location, that would temporarily make it raise up and be walkable, or you could make it so that a region is placed there. then when a unit enters the region it is made invisible and unselected then a unit that looks like it would be created at its location(and would be hovering or flying or whatever)and could then walk to the other side, once it exits the region it would be removed from the game and the other unit could moved to the other side and selected then unhidden. That is about the only 2 ways i can think of, also you could make it play the units walk animatio across the water for that flying unit(it may not look pretty but it would porably work
 
Level 11
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The idea of Water Walk is to assure that the unit can move across water in whatever location it wants and whenever it wants (until the spell wears off). So I find morphing the best alternative. What you are saying is allow the unit to simply move the unit instantly across the water from what I got.

~Daelin
 
Level 9
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Jan 13, 2005
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553
I agree, the most possible way is to give the unit w/ morphing ability in w/c the alternate form looks like the casting unit. Though sometimes, it takes time for a unit to switch into its alternate form.

You can also make a trigger if unit type is not a hero.
This might work:

Water Walk:
E: a unit begins casting an ability

C:
Unit type of casting unit =UNIT
Ability being cast= DUMMY SPELL

A:
replace casting unit (not sure w/ this)

wait xx sec

remove last replaced unit

create unit [where unit type=casting unit] in the
position of last replaced unit

---
Final Opinion: The replace unit for the casting unit must be amphibious & its model = casting unit w/ abilities save the dummy spell. The time in the action must be closely or equal to the cooldown of the dummy spell. The final created unit after the expired time must be equal to the casting unit.
 
Level 3
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Jul 17, 2004
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57
seems like WE tricks me (and ppl you, too) this time.
for single units the alternativ unit form is a good idea, but my intention was to freeze the water and make it passable by everything and changing the cliff high (if its possible, i dont know), looks ugly and might cause bugs
 
Level 9
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FireFreak said:
seems like WE tricks me (and ppl you, too) this time.
for single units the alternativ unit form is a good idea, but my intention was to freeze the water and make it passable by everything and changing the cliff high (if its possible, i dont know), looks ugly and might cause bugs

I should have noticed earlier that you mentioned "unit w/ s". In my knowledge, i say its impossible. I wish i can help you more in this matter & Daelin will not be able to read this very soon coz he will be inactive for this coming week coz he said so in the off topic.
 
Level 11
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I am leaving tonight so I am still able to see it and... From my knowledge I also say it is impossible. Changing terrain like this... And still, I saw at a point some spell which created terrain into the Spells section. It is... http://www.wc3sear.ch/index.php?p=Spells&ID=715&sid=3e31d290e59fe1f7157720cc03eeb6e5 But I'm not sure that it will change the terrain itself. Sorry dude, I don't think manipulating terrain in this way is possible. Ask Vexorian, PM him or something, and he might know.

~Daelin
 
Level 9
Joined
Jan 13, 2005
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553
Just a thought: Remember the nightelf campaign in ROC (concerning the druid of the claw) where/when malfurion said "the archdruid demands a passage" then something appeared(cant exactly describe coz cant remember well) that enabled the company to cross. Perhaps you could improvise that.
 
Level 3
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Jul 17, 2004
Messages
57
i think this is about a magic brigde, but now i have some other idea: i ll try it with invisible elevators, this might work
 
Level 4
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Nov 3, 2004
Messages
79
I have a idea!!!

Create a Screensaver for the Game that is not very bright so that is See able for the Player then let it when he makes the Spell in blend and gives the Unit a ability to walk over water bzw. Vexorians Raven form and makes his the same Model then gives him Swim and you can go over water and then a Ability to freeze all Units surround bzw.Aura of Unholy this is my idea :wink: .
 
Level 3
Joined
Jul 17, 2004
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the raven form makes the unit oly have a flexible flying high, the can pass everything because of the locust ability. movement types are not setable.
 
Level 2
Joined
Dec 20, 2004
Messages
6
by the way, one thing that could help and im pretty sure its what is used in the campaigns, there is a destructable called a "tree bridge" (found with all the other destructables" and when it is killed, it falls and forms a bridge which units can cross. You could use 5 of these in a row to make a fat bridge, and whenever the spell is cast, either kill the tree bridges or just use create(dead)-tree bridge. then you could simply remove it when your done. hope it helps.
 
Level 3
Joined
Jul 17, 2004
Messages
57
well i tried something like that and this happend: the doodads were not passable by units and the destructables were on the ground of the water ... pretty bad. i would invisible brigdes with varriable high and even then i know no way to detect the kind of water.
 
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