| 07-30-2007, 10:03 PM | #1 |
I'm pretty sure the answer to my question is no... but still worth a try. Is there any way to make bridges in WC3 able to be walked under and over at the same time? Different pathing or something at least? |
| 07-30-2007, 10:28 PM | #2 |
No. You are right as far as I'm concerned. |
| 07-31-2007, 01:21 AM | #3 |
There have been lots of really good attempts at faking it, but strictly speaking, no. The area that can be walked is defined by the bridge's pathing map, which, unless altered, says that the sides of the bridge can't be crossed by ground-pathing units no matter what. If that's altered, then units can walk off the sides onto the ground below as easily as they can go out either end. You can change the pathing map so that the sides are ground-pathable and the ends are not, and then change the field (something like "Is Walkable") to false, at which point the units will no longer follow the height defined by the bridge and will instead seem to walk beneath it. That, of course, only reverses your problem. One of the most elegant solutions that I have seen it to place an invisible waygate on either side of the bridge, very close to the bridge wall. Even computer-controlled units will automatically plan routes through waygates if they're the fastest way of getting somewhere. Two problems to this: units that use waygates make a blue teleporty effect when they do, and units will appear to "skip" under a bridge rather than walking under it at their normal pace. However, if you make the "Move" ability editable in your object editor, you can remove the teleporty art that affects whenever a unit moves through a waygate ("Art - Special" if I recall correctly), so you're left with only the "skipping" effect. I personally endorse this method: ![]() |
| 08-01-2007, 11:43 AM | #4 |
i just had an awesome idea, when u walk to one bit underneath the bridge trigger it so a dummy unit apears (who has no collision) and the dummy unit walks under the bridge then u get ur unit back at the other side! |
| 08-01-2007, 12:05 PM | #5 |
If the bridge is Walkable, the dummy unit will walk over the bridge, not under it. If the bridge isn't walkable, the dummy unit will walk under it but so will everything else. |
| 08-01-2007, 12:54 PM | #6 |
What if you gave it a negative fly height? |
| 08-01-2007, 01:41 PM | #7 | |
Quote:
You can afaik change this effect in the move ("Amov") ability effect field. You must have WEU or some modified slk file to see it in object editor. And if you are making single player RPG or simply something where you won't need to have both areas walkable at once, you should be able to have two bridges and toggle them. |
| 08-01-2007, 05:51 PM | #8 | |
Quote:
CommanderZ, one issue that it doesn't solve to have two separate bridges is the computer routing preferences. The computer will only send units towards the bridge if it finds it to be an effective path at the moment that the units are ordered. This may or may not be important for Deathlust's solution... heck, we don't even know if he's been back to see this thread yet ![]() |
| 08-02-2007, 02:06 AM | #9 |
I know that PurplePoot made a multi level pathing area of a mini map he made awhile ago. I'm not sure how he did it, but i know it involved a second area of identical terrain. (units could be ontop of a bridge and below it at the same time) |
| 08-02-2007, 12:44 PM | #10 |
what i actualy meant is making a projectile (they go in strait lines) that uses the movement animations of the unit and it just gets shot form one side to the other, that way it still goes under and looks cool, (except your guy wont be selectable when hes going under...) |
