HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Doodad Walls

06-23-2006, 10:29 PM#1
Soulprovider
Ok I pretty much know a decent amount of info for the object editor and trigger editor(non jass) but my question still needs answering.
I am placing some large scale walls in my rpg however the problem I'm running into is that the player can either run through the walls or see past them. I raised the occlusion height in hopes that works although I haven' had a chance to test it yet but I still run into the problem of the players hero running through the wall. Because this is a 256x256 size map I need to keep the destructible/ down so I can stay within the limit. I resorted to using single square boundaries but I would really like to find out how to make destructibles collision size as large as the size I want to make the destructible.
06-23-2006, 10:36 PM#2
Rising_Dusk
Pathing and Vision blockers.
They have their own category in destructables.
06-24-2006, 02:17 AM#3
Soulprovider
Quote:
Originally Posted by Rising_Dusk
Pathing and Vision blockers.
They have their own category in destructables.

Tried that doesn't work. When you increase the size it does not increase the collision size. I did get it to block most of the view but I couldn't go any further.

My only other option it to make it a unit with the locust abillity but I was trying to avoid that.
06-24-2006, 02:20 AM#4
Rising_Dusk
Hunh?
I just tested it, if you use the (large) tagged ones, you can easily block vision.
If all else fails, string them together tightly.

Also, what you increase is the pathing texture, not size.
If you give it the size of like a town hall, it'll super block vision.
Experiment with them, I guarantee they'll work.
06-24-2006, 03:01 PM#5
Soulprovider
I understand what your saying however I want bigger is there any possible way to do this. I'll post a scren showing the size in comparison.
Zoom (requires log in)
06-24-2006, 03:03 PM#6
Panto
The thing that decides whether a unit can pass through a doodad is its pathing map. If you press "P" in your main WE window, you can see what the pathing is for the terrain and every object placed on it.

You can make your own pathing maps and import them, and judging by the size of your walls, you'll need to.

You should be able to solve the problem without needing to resort to any extra placed objects.
06-24-2006, 03:07 PM#7
Soulprovider
Since I do not know how to do that can you provide a link to tutorial if it exists if not can you explain how I can do that.

EDIT: nvm I found a path large enough to fit the wall perfectly.
06-25-2006, 04:28 AM#8
Panto
If you do find that you want to make your own pathing map, I can only suggest the method that you would use to go about figuring it out.

Open the doodad tab of the object editor and find the doodad with a pathing map similar to (if smaller or oriented differently than) the kind of pathing map you want. Select the Pathing Map field, but before opening the field for an edit, press Ctrl+D to show the raw data. Then, when you open the field you will see a file path to the pathing map. Copy this down.

You can use Ctrl+D again to restore your object editor to showing the polished values. Use an archival program like WinMPQ to open up the war3.mpq or war3x.mpq archive files and find the file which path you just got from the object editor. Export it.

Open the file with a photo editing program that recognizes .tga and mess with it. Experiment.

Import the new pathing map into your map using the Import editor. Go to your doodad in the object editor and change the pathing map to the imported file (war3imported/mypathingmap.tga or somesuch). It probably won't show the pathing map correctly until you restart the World Editor, but it ought to work, and based on your success or failure at this point, you can start to experiment with the pathing map more.
06-25-2006, 02:18 PM#9
Soulprovider
There lies my problem I don't have a program that can open .tga files thank you anyways.
06-25-2006, 03:46 PM#10
Panto
You can use The Gimp. It's a fairly sophisticated image program for free download.