| 08-08-2007, 11:03 AM | #1 |
How do you make a gate that is not a destructible turn vertical? Animation name thing right? What is it? |
| 08-08-2007, 11:41 AM | #2 |
Can't you just rotate it? |
| 08-08-2007, 11:42 AM | #3 |
No it's a structure and i want it to be buildable by peseants |
| 08-08-2007, 11:53 AM | #4 |
Well, what you're going to need to do is uncheck the Is A Building - True field and that will enable unit rotation. I think you can also rotate it through triggers, or you could edit the model file. Keep in mind there is a model file for both Horizontal and Vertical gates already, so simply changing that may be what you're looking for instead--unless you are working with a custom model. But back to what I was originally saying, uncheck the field. I'm not sure if this field actually has any function other than being annoying, though. I haven't played with it much. EDIT: Apparently I'm getting confused--forgive me, it's only 8am and I'm usually not up until like 10 or so. Unchecking Is A Building - True allows you to edit the unit rotation in the editor, but there is no field from it aside from going into the individual unit properties of a preplaced unit. I think you can still rotate them through triggers in-game though, and editing the model file would surely work as well. However, if you are working with one of the gates native to Warcraft III then they all have a horizontal and vertical version of themselves, so you may just need to change the model file in the object editor. |
| 08-08-2007, 06:06 PM | #5 |
Well I don't know about the triggers but the model used by the horizontal gate is the same as the vertical gate. It's kinda like if you want to use the Castle model but you have to go to the Town hall model and then in the required animation names you put: upgrade second. I just need to figure out what to put there. |
| 08-08-2007, 06:37 PM | #6 |
you cannot create vertical gates from the horizontal gate model. WC3 can make doodads and destructables forced to a facing angle, thus rotating the model. but buildings all face one direction. You could rotate the model in say, mago's. Or use triggers. |
| 08-08-2007, 06:50 PM | #7 |
Bleh. Alright thank you. :D |
| 08-08-2007, 08:51 PM | #8 |
You can try to make two units a horizontal and a vertical with their correct pathing. I do not know how much your peon/peasant can build already. What I did was make several building type units. But then that is what I wanted to begin with. Engineers (Elf engineer model) for "high tech" stuff (Gas lights, wells, workshops), human peasants (Male villager models) for "farm stuff" (Barn, farm house, abilities repair, build and no call to arms) The blue shirt one, and the gray shirt one built fences and gates. I have never did this myself its only a thought. Another thing you could try if all of that sounds tedious is to make a single unit - say "Pile of lumber" that upgrades to horizontal gate, vertical gate, etc. It would be a pile of lumber (An item) (or rocks or something) that uses the arcane observatory pathing map (that should be a big enough square to represent gates - check out different pathing maps by placing a doodad on your map, hit 'P' to show the pathing (blue and pink and white) change the pathing and it will change on the map. This way one unit can be upgraded to several different units. Making certain that your "final" unit can not be upgraded to anything else. I do not know how well that would work considering that the pathing map of the gates is different and I think wider/larger than other units and there isn't a square pathing map that is large enough. Arcane Observatory (Unit) is a no fly/no walk zone with a no build zone around it. Actually I just opened up my editor and compared the pathing of the arcane observatory to the pathing of the human gate (V and H and D) V & H human gates are short enough to where the gate opening fits inside the white zone of the pathing of arcane observatory. The blue "unbuildable" pathing extends to midway of the gate posts. Plopping a aviary next to the gate the aviary pathing (just pink) stops partway into the gate's default pathing. In the editor I switched the pathing and the gate's pathing was able to overlap the unit's pathing in the editor. I do not know if this will happen in the game or if a unit placed there will disappear once your upgrade to gate finishes or not. Your tool tip's for your upgrades should include directional references to the gate/fence upgrade. something like: Upgrades a lumber pile to a Vertical Gate (North/South orientation) and/or: Upgrades a lumber pile to a Horizontal Gate (East/West orientation) I think diagonal gate is out of the question since its larger than a horizontal or vertical gate. Fences are smaller than the human gate, so may need a separate pile of something with a different pathing, or you need to set the upgrade/build times low enough to where the player can sit and wait for one fence section to be built after the next. |
