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How do you make disproportionate destructibles?

11-29-2004, 06:07 PM#1
RaeVanMorlock
I've figured out how to do it with normal destructibles.. I can change them into doodads and pick the variation of the model that I want to use.

My problem now is that I need to do it with doors. If I turn them into doodads, there seems to be no way to work with them using triggers--which leaves out the possibility to play the "open" animation or switch it with one that's always open. The only other possibility I can think of is to use units and have initialization triggers set the proper dimensions for them--but this would obviously be a big and undesirable pain in the butt. Does anyone have any better ideas?
11-30-2004, 06:32 AM#2
player_72985
Quote:
Originally Posted by RaeVanMorlock
I've figured out how to do it with normal destructibles.. I can change them into doodads and pick the variation of the model that I want to use.

My problem now is that I need to do it with doors. If I turn them into doodads, there seems to be no way to work with them using triggers--which leaves out the possibility to play the "open" animation or switch it with one that's always open. The only other possibility I can think of is to use units and have initialization triggers set the proper dimensions for them--but this would obviously be a big and undesirable pain in the butt. Does anyone have any better ideas?

No way to work doodads with triggers? I have to completly disagree with you there. You CAN use triggers to work doodads, it's very simple - Step one: Create a region and place your "door" within it. Step two: open the Actions and

Code:
Animation - Play the "Open" animation for all doodads of type "DOOR" within "Region door" <gen>

you can find the DOOR you have made in the USER-Specified area of the trigger which can be found as usual under the tilesets such as Ashenvale, Lordaeron etc. just type in the animation you wish to play like I did in the above sample "open". That's all you need to do, if you have ANY problems, just let me know here and I'll see what I can do. L8rz Peace â€
11-30-2004, 07:52 PM#3
RaeVanMorlock
Quote:
Originally Posted by player_72985
No way to work doodads with triggers? I have to completly disagree with you there. You CAN use triggers to work doodads, it's very simple - Step one: Create a region and place your "door" within it. Step two: open the Actions and

Code:
Animation - Play the "Open" animation for all doodads of type "DOOR" within "Region door" <gen>

you can find the DOOR you have made in the USER-Specified area of the trigger which can be found as usual under the tilesets such as Ashenvale, Lordaeron etc. just type in the animation you wish to play like I did in the above sample "open". That's all you need to do, if you have ANY problems, just let me know here and I'll see what I can do. L8rz Peace â€

Thanks player_72985... I saw that I could animate destructibles and units, but didn't notice the doodad options at the bottom there ^_^ The animations are "death alternate" and "stand" for opening and closing, respectively.

I still have one small problem left--the doodads have an area of collision in the middle. Neither setting "walkable" nor "floats" prevents the collision and I see no way of effecting it's size. Does anybody know how to remove it?



Update:

Well nevermind that. The collision was due to the pathing texture, which I've now removed and everything is splendid. Thanks again for the help--I do believe I'm good to go on this now.
11-30-2004, 08:14 PM#4
map-maker
umm isnt there an option in the editor "collision size" set it to 00.00 if not just change the pathing to mushrooms or none