| 05-05-2006, 02:42 AM | #1 |
I have a bridge that needs to be destroyed, but when its destroyed, it blocks land units and sea units. What color would i make the dead pathing map for the bridge to make it swimable? I'm thinking its not possible, cause deep water pathing starts as red blocking, looks like water pathing happens outside of my influence. |
| 05-05-2006, 02:57 AM | #2 | |
We love infrane! Quote:
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| 05-05-2006, 03:08 AM | #3 |
None of that is any use dude, he's talking about water pathing. Only way I can think of fixing it is making a different bridge destroyed doodad out of something that has no collision, and replacing the dead bridge with it. Anyone else have a better idea? |
| 05-05-2006, 04:05 AM | #4 |
The only way, as Vuen said, is 0 collision doodad. This is because Wc3 doesn't allow multiple levels (units can never go under anything persay). Even when destroyed animation, the doodad is still there so nothing can go through. |
| 05-05-2006, 05:09 AM | #5 |
Yes, but i dont care about units going under bridges, I want when there is no bridge, for water units to pass (i got it so when the bridge is up, sea units will simply get out of the water and walk when on the bridge. i took out the blocking sides) the problem is when the bridge goes down, water units cant swim there even. |
| 05-05-2006, 05:20 AM | #6 |
Its the same principles. When it is up, that is walkable. When it is down, its not. Its as simple as that. |
| 05-05-2006, 05:43 AM | #7 |
This is fun, I nearly got something that works. I have a doodad that has no pathing map, and when it is created, it uses the Environment trigger and makes that area unfloatable, and walkable. When it goes down, it does the opposite. Everything works except land units don't seem to be able to do pathfinding taking the bridge, but they are capable of walking there. Strange stuff... |
