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Doodad Heights/Walkability

07-09-2010, 07:17 PM#1
Deathlust
I was messing with some doodads from the Ultimate Terraining Map, namely the castle ones, and wondering how it was possible to make units have to walk on them.

So, the stairs would actually be stairs and have their limits while normal units would not be able to walk outside the confines of the castles graphical appearance and could not travel through it or randomly walk under it.
07-10-2010, 03:14 AM#2
Kino
If i remember there are 2 ways to dot this.

1) Create your own custom pathing.

2) Make the stairsa destructible and then line the limits of the stairs with pathing blockers.

Im betting theres a few more ways of doing so but that about all i know.
07-10-2010, 10:12 AM#3
Rao Dao Zao
Custom pathing maps are probably the safest and most convenient bet, but the resolution isn't that high so more twiddly architecture may have to be sacrificed. As long as you've got a program that can work with TGAs it's very easy.

In terms of actual walkability, the unit snaps to the highest piece of geometry so watch out for walls/etc that creep into the pathable areas (people might judder up and down as they move on and off them) or canopies (you'll need to carve them off).