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Flying units acting funny around custom doodad

08-19-2007, 10:17 AM#1
Nenner
Well, as the title says I have some problems with flying units changing flying heights as they get near a custom wall I imported. This is a huge problem since I have lots and lots of flying projectiles and whatnot in my map. Is there any way for me to fix this or is it something fundamentally wrong with the doodad itself? I'll upload a picture so that you can see what I mean. The gunman in the image is supposed to stand ON the jeep, not flying above it.
Attached Images
File type: jpgFlying Gunman.jpg (260.1 KB)
08-19-2007, 11:16 AM#2
Pyrogasm
Change the walls' collision size?

Edit: or try making them non-walkable buildings.
08-19-2007, 12:01 PM#3
Nenner
Damn I'm stupid! It was the cliffs that caused the problem. Bah... well is there anyway around THAT problem? :P
08-19-2007, 12:04 PM#4
Pyrogasm
Hold shift when placing the doodads should make you able to place them closer together.

As far as I know, the mushroom pathing texture is actually no pathing, so you could try using that and then using pathing blockers around the outside of the wall(s).
08-19-2007, 12:45 PM#5
Earth-Fury
flying units are affected by terrain height. cliffs are actually 45 degrees, not 90. Example:
Code:
How you see it:
__|  |___
How it actually is:
__/ \__
Ground units are unaffected by changes in terrain height when it comes to flying. (add and remove the Crow Form ability to allow changing a ground units flying height)

Also, for flying units, GetLocationZ() + A units flying height can not be guarenteed to be the actual units height. (Flying units have smoothing applied to their height, ground units with the crowform trick do not stuffer this complication)

I hope this helps :)