| 01-20-2006, 07:37 AM | #1 |
I was wondering if I could make a tile eg. Rock unwalkable without using pathing blockers? I noticed a whole new bunch of triggers with tile changing shizz. So if anyone knows a way then please tell me :D |
| 01-20-2006, 08:30 AM | #2 |
The easiest way is editing the TerrainArt\Terrain.slk file and importing it into the map, although I'm not sure if the file gets loaded correctly. |
| 01-20-2006, 12:51 PM | #3 |
The easiest way is to use pathing blockers. :P |
| 01-20-2006, 01:52 PM | #4 |
yeah you can pick all the points in the map and increase by 128 each time, then if the point is of that tile create a pathing blocker. But that will surely hit performance too much doodads and time in map initialization |
| 01-20-2006, 01:57 PM | #5 |
Make a custom pathing map for the blocker. Find out the maximum size :) |
| 01-20-2006, 03:00 PM | #6 | |
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| 01-20-2006, 04:23 PM | #7 |
Make a trigger so when the unit walks over the terrain, move it back and order it to stop. Kinda lame, but it should work. |
| 01-20-2006, 08:54 PM | #8 |
Copied out of Vexorian's API browser: (will this cause lag?) native SetTerrainPathable takes real x, real y, pathingtype t, boolean flag returns nothing I like Tim's idea. Kind of in reverse, and works if you don't have a few units only: Have a function that checks around the unit. If the terrain is pathable around the unit, make it not pathable, and add the pointer to that path. Next turn go through the path list, delete them all, and start over... |
| 01-21-2006, 01:52 AM | #9 | |
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If that's the case it would be even easier as it would only require the WE to have the modified Terrain.slk file and it would generate a fixed pathing map. Hence no need to import the file into the map. |
| 01-21-2006, 02:44 AM | #10 |
yeah setting the pathability seems the best cause its range and stuff works the same as the get tile information. Tim's is the worst one |
| 01-21-2006, 11:30 AM | #11 |
Can you guys speak stupid because I understand very little of this :P |
| 01-21-2006, 11:49 AM | #12 | |
Quote:
what they are saying is: ya know when your saving a map, and it says something like "generating pathing map"? thats because the default pathing of the terrain is stored in a map, not compiled (made) while a map loads. thus, you simply must use a modified data sheet (a "slk" file) to edit the map. then, when you save it, it will generate the pathing map based on the data file you editied it with. (so lets say you make "rock" unwalkable in the data file, edit your map, then save it. because the datafile says "rock" is unwalkable, the editor will make the pathing map accordingly, thus making "rock" unwalkable.) or atleast thats how i understands it ill go see if this all works :)Edit: Hmn, seems to work. If you need detailed instructions on how to modify the SLK file, just ask. (or just ask me to do it for you :P it would take 2 seconts.) the file your looking for is: war3x.mpq/TerrainArt/Terrain.slk (locally placed) C:/.../Warcraft III/TerrainArt/Terrain.slk |
| 04-09-2007, 01:15 PM | #13 |
I'm having a bit trouble importing in edited Terrain and CliffTypes.slk. Giving the path of TerrainArt/ didn't work. Placing it in the mpq and replacing the original mpq crashes the WE. Any suggestions? |
| 04-09-2007, 01:51 PM | #14 | |
http://wc3campaigns.net/faq.php?faq=..._wc3c_rules_03 Quote:
01-21-2006, 07:49 AM Read the rules before you post. |
| 04-09-2007, 01:57 PM | #15 |
Oh, sorry. :-o. The other forums I frequent had it backward; they encourage searching and replying to old threads over making a new thread. I had assumed it would be the same here. Thanks for the pointer, Earth-Fury.. |
