| 12-20-2003, 02:20 AM | #1 |
Currently I am working on a map where a player can build gates that he can open and close by using a modified defend ability. The problem is I need to be able to make the collision 0 so that other units may walk through it. I could replace the unit, but would like to avoid this if at all possible (trust me, it just makes things easier for me) Thanks. (And just to clear this up, I DO NOT mean in the object editor, it needs to be done during the game w/ triggers.) |
| 12-28-2003, 05:41 AM | #2 |
There is a trigger available to make a unit transparent (I forget the exact name and im too lazy to look it up. just know it DOES exist). Other then that I don't think there is any other way unless you want to go through custom JASS |
| 12-28-2003, 05:58 AM | #3 | |
Quote:
making it transparent wont effect the pathing... the collision size wotn do **** either, you must change the pathing map to that of an open gate, unfortuneatly, the only way I know how to do this is via the replacing method. |
| 12-28-2003, 06:35 PM | #4 |
My advice. Use the regular "Gate" doodad, unmodified. Make a "Gate Tower" unit, and give it the "Open" and "Close" ability, and put it right next to the gate. Trigger: Code:
Event Unit casts a spell Condition Unit type of casting unit equal to "Gate Tower" Spell being cast equal to "Close" Actions Pick all destrucables in region (within 200 of casting unit) matching condition (matching unit is gate) and Close Gate Do the same for the "Open Gate" spell. EDIT: The action would actually have to look like this. Code:
Actions
Pick all destrucatbles in region (within 200 of casting unit)
If
Condtions
Or Condtions
Picked destructable is of type ******
Picked destructable is of type ******
Picked destructable is of type ******
Picked destructable is of type ******
Picked destructable is of type ******
Picked destructable is of type ******
Then
Close gate picked destructable
Else
Do nothingWhere the ****** are all the different types of gates in your map. |
