| 07-12-2004, 01:31 AM | #2 |
Yes. This is because of the wc3 engine which isnt used to terrain deformations for some reason. I am fairly certain there is nothing you can do to get around this. |
| 07-12-2004, 04:00 AM | #3 |
I guess you could make a destructible crater doodad and just create it when you want it. It's probably not what you want though. |
| 07-12-2004, 11:39 AM | #4 |
Yeah, I guess if it was really important you could fix the heroes altitude in accordiance with the crater, but that might take some work. |
| 07-12-2004, 01:45 PM | #5 |
Can you please detail exactly how you got this effect? what are the settings of your hero? This is EXACTLY what I'm currently trying to achieve. |
| 07-12-2004, 01:53 PM | #6 |
All he did was make a crater terrain deformation; your hero walks right over it. There isnt much more to it then that. |
| 07-12-2004, 04:02 PM | #7 |
What you said would make sense if it wasn't completely inaccurate. Terrain deformations work perfectly well with units. They just don't work with flying units, which is probably the cause. Here's a little bundle of trippiness showing just how much crack you're on :) Done entirely with deformations. |
| 07-12-2004, 04:19 PM | #8 |
Uh, I dont know what to say to that... Whenever I make a map units can walk right over craters. Thats really odd. |
| 07-12-2004, 11:40 PM | #9 |
Maybe its got something to do with cliff levels? That was done on the default plane so I dunno... |
| 07-13-2004, 03:07 AM | #10 | |
Quote:
Ahh yes, I had the movement type of the Hero set to Fly for some odd reason. I dunno how that happened, I wouldnt have any reason to change it to fly.. maybe I just used a base unit that flied.. dont remember. But anyways, thanks, that really fixed a lot of my problems. Btw, what did you mean when that's what you were trying to achieve? A terrain deformation or a unit being able to float over it? |
| 07-13-2004, 05:32 AM | #11 |
I want units to stay at the same height as they move over rough terrain. I guess I've pretty much figured it out now. |
