| 07-06-2005, 10:52 PM | #1 |
Hey, is there a way to place player specific pathing blockers? Then if there is, can I create and replace them with triggers? Another option for me would be to only allow certain player's units in regions. Thanks for any help you can offer. |
| 07-07-2005, 07:37 AM | #2 |
I believe that's impossible. I'm pretty sure that the pathing map needs to be synced in multiplayer. |
| 07-07-2005, 09:28 AM | #3 |
There was a guy who worked out how to do local player stuff like this in multiplayer without desyncing. He did elevators, animations, even units that appeared for only one player, i may still have the testmap hanging around. I'm not sure how he did it however, thats beyond me. But i believe it is possible. |
| 07-07-2005, 05:49 PM | #4 |
Sure, graphical stuff can be mostly freely modified. Unit flying heoght doesn't affect gameplay, so I guess it's possible to modify it for local players... making units appear for a single polayer is just a matter of unit tinting color being set to transparent... but pathing is different, at least I think it should be. |
| 07-11-2005, 10:53 AM | #5 |
if a unit enters a region where you want them not to be able to go past, you could stop them immediantly, and force them back a little bit |
| 07-11-2005, 11:00 AM | #6 | |
Quote:
|
| 07-12-2005, 07:26 AM | #7 | |
Quote:
No, the Elevator had pathing involved. He had an elevator with 1 cliff level on one side and 2 cliff level on the other. You could move your units onto the elevator and type "up" the elevator would move up and you could move your units off onto the cliff, but for everyone else your units vanished once they entered the elevator and reappared on the cliff. The elevator didn't move from their perspective and multiple people could use it at once. And it wasn't done by moving the units to their own seperate area, i opened the map up afterwards and checked it out, and while i didn't understand any of the triggering, there were no hidden areas in the map. |
| 07-12-2005, 10:40 PM | #8 |
That sounds cool, but that kinda sounds liek it might cuase server splits. do you still have the map? if so post it, I wanna check this baby out ![]() |
| 07-13-2005, 03:16 AM | #9 |
Well, if you just do a trigger when unit enters regions if owner of triggering unit= (whoever) give order to triggering unit with no target (Stop) Once the unit is stopped, the AI will not try to move it through there, because it no longer is moving. Keep in mind though, that once the unit has entered the region, it will not effect him if he stays in there so make a new region at the entrance of the old region and do a move instantly action |
| 07-13-2005, 06:53 AM | #10 | |
Quote:
I didn't get any while we did the test of it. Chances are i may or may not still have the map, as it could have been lost during one of my two reinstalls of WCIII. Also, at the time i unfortunately was unaware as to the value of the map, so i neglected to give it a proper name, and as i, at the beginning of the month, have aboud 2700 maps, i have no way of finding it save from opening up every map i have. Which is really unfortunate, as like i said, it would be an awesome discovery if it worked. |
| 07-15-2005, 07:22 PM | #11 | |
Quote:
You could set up a system that would detect if orders given to a unit would conflict with the boundry, and give them new orders to accommodate for it. |
