| 07-22-2003, 09:57 PM | #1 |
i was hoping that someone might be able to assist me as i'm new to programming and have not found a similar answer to my question in these forums. i'm not a newb to the editor though i'm still very much a rookie in regards to triggers. i've managed to figure out many of them through trial and error. i'd like alter the play of warcraft so that forests can entered by units so that they might offer further opportunities to exploit tactics such as ambushes. i'm assuming i'd make a custom doodad for trees and change the collision value but i'm not 100% sure and could use verification/suggestions. i'd also like to set it up so that units travelling through a forest could be seen as an opaque colour by the player who owns the units. furthermore, i'd like it so that opposing players couldn't see the hidden units in the forest unless they themselves had a unit in the forest. is any of this possible with the editor? like i say, i'm quite new to programming so any assistance is tremendously appreciated. |
| 07-23-2003, 07:11 PM | #2 |
To me this is no programming, but Map Development. For that reason it has been MOVED. |
| 07-23-2003, 07:38 PM | #3 |
with the new TFT editor, goto the object editor, doodads. Then find your tree. Look for its pathing map (should be a TGA file) make it NONE. That will stop the trees from blocking units. As far as the other stuff goes, I dont think you have control over that. |
| 07-25-2003, 01:03 AM | #4 |
thanks for your assistance Dakan, that solution worked wonderfully for allowing unit pathing within the forest. now if i could just figure out a method for the second aspect of my query, i'd be set. i think i'll play around with regions and triggers to see if i can figure it out even if it would involve compromises. |
| 07-25-2003, 01:34 AM | #5 |
correct me if I'm wrong, but doesn't setting pathing to "none" crash maps as of 1.10? |
| 07-25-2003, 02:44 AM | #6 |
for buildings yes, and its ground texture, not pathing |
| 07-25-2003, 03:19 AM | #7 |
opaque? Don't you mean transparent? Just assign riegons to the forests. |
| 07-25-2003, 03:33 AM | #8 |
if i could make the forests transparent when units entered them, that would certainly be the ideal solution. i think it would be more visually appealing that way. i'm comfortable with creating regions, but what would be the best way of setting up this type of trigger? most of my trigger experience so far has been fairly simplistic. i would be most grateful for suggestions. |
| 07-25-2003, 07:08 AM | #9 |
i was looking around to try to find a solution for ur prob, but the issue is, u cannot create any sort of transparency for only one player. it seems as though ne changes u make will affect the view of every single player in the game. there does seem to be a way via object editing. 1) open object editor 2) go to special->units 3) go to permanent invisiblity. this looks like it would be a fix for ur prob. start the game with this ability disabled, and enable it whenever a unit enters the forest region. u'll have to give this ability to every unit u'll allow on ur map. 4) do the same with the true sight ability. enable it whenever a unit is in the forest, that way if there are ne other units there ull detect them. there is a problem with it. once u atk, the units will detect u. this is good for melee. it would be wierd if u were right next to somone and they didn't see u. but it's wierd if ur a ranged unit cuz they'd detect u even if u wer far away. these might not be the best abilities to use for this. if u need some better ones, ask in slk forums. they'll prolly know wich would be best to use. btw, sounds like a pretty fun map. this is the first map for multiplayer that i think i'd have fun playing. |
| 07-25-2003, 07:03 PM | #10 |
thank you for the input gurubvin. it sounds like an interesting possibility for a solution to my problem. your suggestion gives me hope. i believe there must be a way to accomplish this. i think it's just a matter of manipulating the editor in the right way to achieve the desired result. hopefully i'll be able to continue my experiments this weekend. |
| 07-25-2003, 09:03 PM | #11 |
Actually, instead of giving every unit you want to go into forest permanent invisiblity, you can use the "Unit - Add Ability" Action in the TFT editor. Just have it give the unit that skill when it enters a forest and then remove the ability when he exits. |
| 07-26-2003, 01:32 AM | #12 |
i just wanted to thank everyone again for their input. after playing around with the editor, i've realized that i'm going to have to make a custom transparent stand animation for the forest. after doing this, i'll be able to apply the trigger ideas mentioned above on top of one where the destructible animation changes when a unit enters the forest region so that the players can see the battles in those areas. i think it's going to take me awhile as i have many tutorials to study and probably many questions appropriate for the artist and object forums. in the end, it'll be worth it as it will add some new battle tactics to the game. upon completion, i plan on making my results available to anyone who wishes to incorporate such gameplay into their maps and mods. |
| 09-24-2003, 12:24 AM | #13 |
what if a peon chops a tree then u got a open reagion with no trees |
| 10-06-2004, 09:50 PM | #14 |
Guest | It IS possible to make units transparent for just one player. Just use GetLocalPlayer(); it doesn't cause a server split in this case. edit: sorry for the bump; I was searching for sth and came across this thread... o.0 |
