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You'd think a bridge, suspended in the air, you could go under. You'd think WRONG!!!

08-06-2002, 10:12 PM#1
Guest
Indeed. I'm making a map where there's a road in a valley canyon cliff thingie, and a bridge crosses over it at one point. However, I can find no way to get under it. The only decent idea I've had so far is to have a collection of units on either side of the bridge that can teleport you to the other side. However, a waypoint ability does no good unless you activate it by going into an individual unit's properties. If you give, say a shade warpoint ability and go into it's properties- well, wouldn't you know it, you can't set the thing. The other idea was to put an invisible waypoint right next to the bridge- well, you can't put it within 1 medium frid space of it. And I can't get the invisibility ability to make it invisible anyway. I could do it with triggers... but I'd much rather find some witty improv way like this (Or, shit, just be able to GO UNDER THE DAMN BRIDGE). If anyone has any idea, lemme know. Much 'preciated.

-DM

EDIT: Just remembered why I wanted the Waygate- The pathing map. Waygates have that auto pathing thingie where units will automatically use it if it's the fastest way to a destination.
08-06-2002, 10:56 PM#2
dataangel
I have no idea what this warp ability you're talking about is, but it's not the right way to go about it. Create a region on either side of the brige, called Bridge Left and Bridge Right. Then do this:

Event
Unit enters BrigeLeft
Action
Move unit to BridgeRight
Hide triggering unit
Wait 5 seconds
Unhide triggering unit

Event
Unit enters BrigeRight
Action
Move unit to BridgeLeft
Hide triggering unit
Wait 5 seconds
Unhide triggering unit

This will move them over to the other side but then hide them for 5 seconds (the time it takes for them to walk under the bridge). I dunno, but there maybe a way to make it so by editing pathing of your map.
08-06-2002, 11:15 PM#3
weaaddar
Try turning off collision on that unit though it probably wouldn't work (Worldedit Is EVIL)
08-07-2002, 12:02 AM#4
Guest
weaaddar: Tried it, no go. If you turn off collision, it -can- walk over cliffs and stuff just fine. But you need to pretty much guide it inch by inch. And somehow even then you can't go under the bridge.

dataangel: That would work -if- this wasn't 3D. You'd see the unit walk into the region, disappear, then reappear unless the camera was directly over the bridge looking straight down. Sure, you could do this, but I don't want the players' units to be crossing under it. No, I want the computer to be doing it while the player is crossing overhead. The player gets over the bridge and a bit of the ways up the path from there and you'd have quite a clear image of units running up and disappearing. Either way, I'll probably end up having to do it that way anyways (I'd already come to that idea). As for the warping thing- Waygates have their own pathing properties so that units given an order at distance are smart enough to find their way there. I wanted to put an invisible unit with waygate ability on either side of the bridge so basically it'd be just as good as crossing under the bridge. You wouldn't see the unit or have any idea it was going on; just that you clicked on the right side of the bridge and your unit went there. BUT, like I said, waygates have funky properties that don't translate over to normal units right. And how exactly would you go about changing the pathing map? Really, that'd fix everything so easily.
08-07-2002, 12:41 AM#5
Guest
data: just tried your trigger solution, and while it looks good generally, it has a slight problem- when the unit reappears on the other side of the brige, it instantly teleports back to the first side. And back again. And again. You could make them reappear in a region right to the side of the entering region, but then they'd just pop into being a few feet from the edge of the bridge- looking even more fake than it did to begin with.

I'm gonna admit right now- I can get around it. I can just have the computer player run up to the side it's coming from and teleport over, and take out the trigger for going back. The point remains that we need to figure this out for when we DO need to get back and forth under bridges.

-DM
08-07-2002, 01:22 AM#6
Guest
Whoops my bad... didn't actually 'read' your last response ;). Like I said below... not really awake. Guess you don't need that trigger.

Simple, just make it so that it puts the unit out at a DIFFERENT region, NOT the same one as is used to teleport the region to the other side. Make this new region away, and not touching the other region... unless you have programmed the trigger so that it will ignore other region properties, but I would advise against that. Make sure the new region where you want the units to appear after they "go under" the bridge, is not overlapping the other region. Do this on both sides, and your good to go.

NOTE: There IS an easier way to do this, but I can't think of it right now... it involves modifying the trigger data had given you slightly. I need some caffeine, when I get some, I'll try and have it for you ;)
08-07-2002, 08:45 AM#7
zepir
I dunno much about trigger things but I got a little idea and I don't know if it possible to do:
1) Is there a way, using trigger regions to set a specific flag to a unit;
2) could you also select and keep fixed a unit z coordinate?

My idea is the following... let's see it from the top:

............0000000
............1111111
.....___|_______|___
01|_______________|10
..........|...........|
............1111111
............0000000

The bridge is horizontal, and the canyon way is vertical on this little map.
0 is a trigger region that clears a unit flags that locks its z coordinate and
1 is a trigger region that sets it.
We will need two additionnal regions to complete my idea but if we can do 1) and 2) then let me know and I'll finish my explaination.