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help with bridges

12-11-2003, 10:34 PM#1
Shadow_Strike
i remember in RoC editor that you could make the bridges higher or lower, but i cant remeber which buttons to press anymore for TFT, can someone plz tell me?

and... can ships pass under bridges? ive looked in the WE help file.
12-11-2003, 10:45 PM#2
No Shelter
To make my bridges go higher, i just put terrain underneath them dead in the middle so you cant see it :)
12-11-2003, 10:47 PM#3
Shadow_Strike
ya but im gonna need ships to pass thru
12-11-2003, 11:16 PM#4
Hunter0000
its eaither crt-pageup/down or alt-pageup/down
12-11-2003, 11:47 PM#5
Bulletbutter
I made a bridge in my map and the only way for something to get from one side to the other thats travling underneath it you will need triggers.
12-12-2003, 12:00 AM#6
Shadow_Strike
thx a bunch, it works now, but how do you do the ship under the bridge thing?
12-12-2003, 12:42 AM#7
MaliceDR
All right, lets pretend that "=" means land and "+" is water.

============
============
++++++++++++
++++++++++++
++++++++++++
++++++++++++
++++++++++++
============
============

Now, lets pretend that "[" and "]" stand for an area with a doodad on top of it, thus being impassable (one doodad can be responsible for more than one "[" / "]"). After placing a bridge, this is what you get.

============
===[====]===
+++[====]+++
+++[====]+++
+++[====]+++
+++[====]+++
+++[====]+++
===[====]===
============

As you can see, the bridge creates two lines of impassable terrain and forms a passable region between themselves. This applies to all layers of terrain except for air. As such, placing a bridge allows units to cross the river in exchange for making the river itself unable to be transversed.

If you want units to still be able to move down the river, you'd have to use movement triggers. Even then telling an aquatic unit to move to the other side of the bridge wouldn't work; you'd have to tell them to enter the region beside the bridge so they can be teleported.

Here's another idea: warp gates. Create a custom building based upon the warp gate and give it an invisible model. Then line the sides of the bridge with them and set each gate's destination to it's corresponding gate on the other side. This works very well, because unit commands to go to the other side of the bridge will still go through without fail. The only problem is that gate teleport graphic, but at least it works.
12-12-2003, 03:19 PM#8
Panto
I bet the gate teleport graphic can be nerfed, either by importing a data .txt file, or by replacing the graphic with an empty file of the same name.

At any rate, MaliceDR, I was going to recommend your exact method until you beat me to it. Great minds think alike. My warning to people about this method is that the waygates are somewhat finicky about how much room is in the region on the other side of their teleport function. Make sure it's big enough to hold several units and doesn't overlap impassable areas.

Also, you can turn on visibility of land or naval pathing so that you can see exactly where units can go.
12-12-2003, 05:47 PM#9
Bulletcatcher
Hah... haha.... way gates. So simple.

I spent so much time creating that using triggers... all for nothing.

Oh, well. At least things will be easier next time I want things to move below a bridge.
12-12-2003, 07:25 PM#10
Hunter0000
Improved Idea,

Use way gates, but also place locations just infront of them, this is jest so that the pathing is affected. Now, when a unit enters this regions, remove its colision and order it to move to the other side, and then have a 2-5 second wait and redo the collsion. I have not tsted this but it should work.
12-12-2003, 07:55 PM#11
MaliceDR
That's a nifty idea as well, Hunter.

Anywho, It'd be nice to know what exactly the text file is that I have to edit in order to remove the warp graphic. I'm kinda using this idea to move units around between caves and stuff.:foot:
12-12-2003, 08:16 PM#12
Shadow_Strike
just go to the abilities section(i think), and find and change the waygate section there