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Underground Cave

04-01-2006, 01:23 AM#1
shadow1500
You kinda have to play it to really understand whats going on..
The first picture shows a spider, picture 2 shows what happens when he gets inside the hole in the ground, the area is "magically" transformed and the spider finds itself in a cave.

No teleporting to another area, 100% multiunit and multiplayer compatible.
Attached Images
File type: jpgCave.JPG (235.9 KB)
04-01-2006, 07:20 AM#2
Game_Slave
teleporting would be much easier and work just as well if not better
04-01-2006, 09:38 AM#3
Chriz.
Sounds great, maybe put it up for DL so we can actually see it in action though?
04-02-2006, 12:04 AM#4
moyack
Quote:
the area is "magically" transformed and the spider finds itself in a cave.
How does it work really ??? Do you transform the terrain around the cave using triggers or JASS??
04-02-2006, 12:46 AM#5
shadow1500
what i did was to hide the trees and shrubs and make the other objects in the cave show up, then i made a crater terrain deformation at the area and replaced the forest tiles with rough dirt tiles.
04-02-2006, 01:04 PM#6
Meanie
Well that only works for singleplayer then...?
04-02-2006, 02:06 PM#7
Nasrudin
Quote:
Originally Posted by shadow1500
No teleporting to another area, 100% multiunit and multiplayer compatible.

.
04-02-2006, 03:01 PM#8
Tim.
Destructables or aloc units?
04-02-2006, 03:05 PM#9
Taur
how is it multiplayer and multiunit compatible if ur changing the tiles and stuff, if I brought along another spider I would see the cave right there.
04-02-2006, 03:34 PM#10
Meanie
Yea thats my point to....it maybe works for multiple players but it would look horrible
04-02-2006, 09:13 PM#11
shadow1500
Nvm, i found a smooth way to enter caves by teleporting.

In theory it should be multiplayer compatible, changing tiles might not be because some change pathing (mine dont), creating terrain deformations locally is not possible, but it is possible to make them do nothing for the other players, also in GetLocationZ comment it says that the function might return asynch values, indicating that terrain heights are not updated through multiplayer.
Other functions i used is hiding destructibles and playing anims for all doodads in area, these are probably multiplayer compatible as well.
04-05-2006, 01:17 AM#12
HernanG
If you want a very good example of hiding and showing doddads, take a look at wc3sear, there is a map named "Graveyard". Is excellent. ;D