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Tree house

03-28-2006, 12:38 AM#1
shadow1500
Thx to beam for the idea.
The units can actualy walk on the wooden floors (invisible platforms+pathing blockers ftw), the problem is that the camera is still bird-eye so i had to make the stuff go invisible for the player when he sends his units under/behind the objects.
Attached Images
File type: jpgTransparentObjects.JPG (671.3 KB)
03-28-2006, 01:46 AM#2
Game_Slave
or you could make the platforms walkable doodads.. but... okay...
03-28-2006, 11:25 AM#3
BertTheJasser
Not bad... but what do think about some forest trolls on the platforms and not dwarfs?
03-28-2006, 02:06 PM#4
Chriz.
Loving the platforms, not loving the dwarves. They go more in a mine or something. I do like the idea of turning invisible though, looks nice in my opinion.
03-28-2006, 02:52 PM#5
shadow1500
Quote:
or you could make the platforms walkable doodads.. but... okay...
tried, doesnt work as good as u think..

Quote:
Not bad... but what do think about some forest trolls on the platforms and not dwarfs?
i just picked random units so that i can test the invisibilty thing, but yeah, since this is suppose to be art, ill select something more applicable next time.
03-28-2006, 03:26 PM#6
HernanG
looks nice, u' can also make stairs (maybe u' made them, but i dont know),

how did you make invisible the doddads when a unit walks behind it???
03-28-2006, 06:36 PM#7
ghenjis
I like the transparacy!
03-28-2006, 11:55 PM#8
shadow1500
Quote:
Originally Posted by HernanG
looks nice, u' can also make stairs (maybe u' made them, but i dont know),

how did you make invisible the doddads when a unit walks behind it???
yes i made stairs, u cannot see in the screenshot.

the transparancy is made with triggers

going behind the tree:
Trigger:
TreeEnter
Collapse Events
Unit - A unit enters WorldTree <gen>
Conditions
Collapse Actions
Custom script: if GetLocalPlayer()==GetOwningPlayer(GetTriggerUnit()) then
Animation - Change World Tree 0006 <gen>'s vertex coloring to (100.00%, 100.00%, 100.00%) with TransVal% transparency
Custom script: endif

going out
Trigger:
TreeLeave
Collapse Events
Unit - A unit leaves WorldTree <gen>
Conditions
Collapse Actions
Set GroupVar = (Units in WorldTree <gen> owned by (Owner of (Triggering unit)))
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Number of units in GroupVar) Equal to 0
Collapse Then - Actions
Custom script: if GetLocalPlayer()==GetOwningPlayer(GetTriggerUnit()) then
Animation - Change World Tree 0006 <gen>'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
Custom script: endif
Else - Actions
Custom script: call DestroyGroup(udg_GroupVar)
03-29-2006, 08:07 PM#9
HernanG
So you have to make a rect for each big doddad that could have behind it a unit?

Good,... It's very useful.

Thanks
06-10-2006, 10:26 AM#10
shadowz123
Very Nice, but isnt it easier to create a trigger like this

Events
Unit - Unit Enters <Region>
Conditions
Actions
Animation - Change <Unit>'s vertex coloring to (100.00%, 100.00%, 100.00%) with TransVal% transparency

and also

Events
Unit - Unit Leaves <Region>
Conditions
Actions
Animation - Change World Tree 0006 <gen>'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency

Just a suggestion :P
06-10-2006, 12:21 PM#11
Pheonix-IV
You know nothing of triggers. His way is far superior.
06-10-2006, 05:23 PM#12
Freakazoid
Quote:
Originally Posted by shadowz123
Very Nice, but isnt it easier to create a trigger like this

Events
Unit - Unit Enters <Region>
Conditions
Actions
Animation - Change <Unit>'s vertex coloring to (100.00%, 100.00%, 100.00%) with TransVal% transparency

and also

Events
Unit - Unit Leaves <Region>
Conditions
Actions
Animation - Change World Tree 0006 <gen>'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency

Just a suggestion :P

Use the trigger code, and what would happen if 1 unit enters and an other one leaves? Leak!
06-10-2006, 05:49 PM#13
shadow1500
Quote:
Very Nice, but isnt it easier to create a trigger like this

Events
Unit - Unit Enters <Region>
Conditions
Actions
Animation - Change <Unit>'s vertex coloring to (100.00%, 100.00%, 100.00%) with TransVal% transparency

and also

Events
Unit - Unit Leaves <Region>
Conditions
Actions
Animation - Change World Tree 0006 <gen>'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency

Just a suggestion :P

First of all, this only works for singleplayer.
Second, if two units enter the building, and one leaves, the building will become opaque, even though there's still a unit there.
06-17-2006, 07:17 PM#14
Josh007CL
Eh I made a casino based off the transparency idea, but different. Keeps it transparent if someone is still in there. If none are there
it turns it back normal. Also because Its a casino (has stuff) and I made the casino off a building (unselectable) The conditions make
it uninclude the computer.

Trigger:
Casino1
Collapse Events
Time - Every 0.01 seconds of game time
Conditions
Collapse Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Collapse Or - Any (Conditions) are true
Collapse Conditions
(Number of units in (Units in Casino <gen> owned by Player 1 (Red))) Greater than or equal to 1
(Number of units in (Units in Casino <gen> owned by Player 2 (Blue))) Greater than or equal to 1
(Number of units in (Units in Casino <gen> owned by Player 3 (Teal))) Greater than or equal to 1
(Number of units in (Units in Casino <gen> owned by Player 4 (Purple))) Greater than or equal to 1
(Number of units in (Units in Casino <gen> owned by Player 5 (Yellow))) Greater than or equal to 1
(Number of units in (Units in Casino <gen> owned by Player 6 (Orange))) Greater than or equal to 1
Collapse Then - Actions
Animation - Change Casino 0038 <gen>'s vertex coloring to (0.00%, 0.00%, 0.00%) with 80.00% transparency
Collapse Else - Actions
Animation - Change Casino 0038 <gen>'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
06-30-2006, 02:49 PM#15
shadow1500
Quote:
Keeps it transparent if someone is still in there. If none are there
it turns it back normal.
My triggers do the exact same thing, except that they dont leak 36000 groups a minute and only make the building transparent when its needed and to the entering/exiting player only.