| 07-03-2002, 09:04 PM | #1 |
Played a map the other day, and noticed a few interesting properties of waygates. The first is that they have their own pathing, i.e. units are smart enough to use waygates to get across otherwise uncrossable distances. I also noticed that although the author fo the map had removed the waygate building, right clicking at the waygates destination still caused the unit to move where the waygate had been and teleport over. I think the solution is to disable the waygate before you remove it. Anyone know if destroying/removing/hiding makes a difference? |
| 07-03-2002, 10:43 PM | #2 |
Guest | i dont think u explained that very well. gates make there own destination. in game, right clicking on a gate will take you to a region. in the editor, the you assign the gate the region where it goes. the only region at the gate is the one for the return gate. ie, if a gate was deleted, the area where it was wont take you anywhere. it would have to be a unit - move set on the region. hope you can understand that. kinda hard to describe stuff |
| 07-04-2002, 08:26 AM | #3 |
Nah, you miss my point. Even _if_ you used the normal waygate location options and not a unit - move trigger, you still get teleported after the waygate is removed teleport effect and all. That was in beta now though, haven't tested retail yet. |
| 07-05-2002, 12:50 AM | #4 |
Guest | Well, I'd imagine the region stays either way. If you use normal Waygate abilities, I would think that it creates it's own region automatically. Meaning that to disable, you'd have to set a trigger to disable the region when you take out to waygate... or move the region to a corner... or, the fun one- place one waygate on top of the other so you teleport nowhere. |
| 07-05-2002, 06:33 AM | #5 |
Heh, actually try using waygates in the editor -- they don't automattically make regions. |
