| 03-07-2003, 02:35 AM | #1 |
ok this is what i have. a place that should look pathable but is isnt because i have a doodad in the way that i made the x, y, and z axis % to 1 from 100. now it doesnt even look like it is there. but i cant test my map because i have war3x installed and i dont wana unistall it just to test this on small thing. so if u know the answer or test it plz? |
| 03-07-2003, 05:41 PM | #2 |
I, asumeing the question is: this this area with the doodad that i shrunk down to 1% still pathable? you never really asked a question. But the answer would be yes,no unit can cross that area, the pathing of a doodad is a fixed tileblock no matter what the scaling is. Instead of shrinking the doodad, you are probably better off sinking it into the ground (the smaller the doodad the harder it is to select if you need to move it sometime) you can edit the pathing of doodads by extracting the doodads.slk (destructabledata.slk is for all destrutable doodads) and placing the file in the warcraft3 dir under the proper sub directory Once inside the file change the pathing to whatever. |
| 03-08-2003, 01:47 AM | #3 |
sry i didnt make this question more clear. in the WE, the shrunk doodad is not visable(only a little speck). but my question is: in the game will the dodad still be shrunk down to 1%? |
| 03-08-2003, 02:45 AM | #4 |
only if you have a imported doodad.slk that allows min scale size of .01 other wise it will revert to the normal min size, hence another reason why its better to sink doodads into the floor for "invisible" walls |
| 03-08-2003, 03:01 AM | #5 |
o i could just use the page down then right? |
| 03-08-2003, 03:06 AM | #6 |
Guest | Ya. Or you could just use zephir's editor and editing the pathing that way. However, that requires implanting the .wpm file everytime you run the WE (just like custom spells). I far prefer having my own path map. Way more control. |
| 03-08-2003, 05:33 AM | #7 |
ok thx ill try to do some of this stuff and see what works the best |
