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Bridges help

06-22-2002, 01:36 AM#1
AvalonX
Has anyone gotten bridges placed correctly in the retail version? Sure when you place them in the editor they look fine but then in game they are too high leaving a gap from the floor to the bridge.... they work fine but it looks horrid... Ive tried to raise the terrian at the bridges ends and that helps to a degree but i can never get it right..... any insight????¿¿¿¿
06-22-2002, 02:25 AM#2
Guest
i had the same problem, try increasing the terrain one level higher, instead of using the raise tool.

but it might look kinda crappy cuz almost half of your bridge will be covered under the ground.
06-23-2002, 11:07 AM#3
littlecramp
You have to use cliff level 4 to make it look correctly in the game! However, I also another problem! Using trigger to create bridge, unit can't pass through! I tried to create 1 in map and the other one in game using trigger, discover that bridge create by triggers is unuseable!
06-23-2002, 06:54 PM#4
Guest
well.. i haven't tryed it thru triggers, buti do know that bridges are real touchy. sometimes even when they look perfect in the world editor, they're messed up in game.. Its only a guess but i would just think that the one placed by the trigger was a little off.
06-24-2002, 06:09 AM#5
littlecramp
Well, I tried using trigger to create bridge. Although it look fine, the bridge is never accessible! Another way is to place the bridge in the game, then destroy it! And make it resurrect when necessary!

Here are a few thing I have discovered for bridge Doodad. When using "Destructable doodad -remove", the entire bridge is removed, however, unit still can walk pass the link as though the bridge is still there. As for using "Destructable doodad -kill", only the pillar of the bridge remains and of course, unit cannot walk pass anymore!
06-25-2002, 04:55 AM#6
Guest
simple solution: hold down ctrl and use pgup and pgdown to move the bridge up and down.
06-25-2002, 05:09 PM#7
littlecramp
Quote:
Originally posted by Kaggz
simple solution: hold down ctrl and use pgup and pgdown to move the bridge up and down.

What about those create by triggers?
06-26-2002, 01:24 AM#8
Guest
well you shouldnt have to create bridges by triggers unless its part of your game (like a bridge appears if something happens).
06-26-2002, 06:21 AM#9
littlecramp
Well, that's seems to be a permanent problem when using triggers! Another issue is that stone wall cannot be insert next to a gate and there will be a visible gap! But in the campaign map, it is possible! However, if I tried to remove it and put back, the collision b/w the walls and gate appears!
06-26-2002, 04:28 PM#10
Guest
read this tip regarding how to place bridges/walls/etc without having gaps:

http://www.wc3campaigns.com/forums//...=3963#post3963
06-27-2002, 12:50 AM#11
AvalonX
Wow thankz that helped a lot!!