| 08-19-2007, 02:05 PM | #1 |
Does anyone know how to make bridges that units can go under? Like in this map: http://zibada.xgm.ru/tcx/ |
| 08-19-2007, 02:28 PM | #2 |
"like in this map" ... im not downloading a map just to answer your question... its impossible to have 2 layers of pathing in WC3. You can't make units go over AND under bridges at the same time. (barring massive amounts of trickery or workarounds) |
| 08-19-2007, 02:36 PM | #3 | |
Quote:
Oh yes you can, Toadcop did it. I am not saying he has 2 layers of pathing, I know he is adjusting the the unit Z but it looks pretty awesome... |
| 08-19-2007, 04:06 PM | #4 |
btw i did it long ago... also for any simple unit... + multilayer... =) |
| 08-19-2007, 04:48 PM | #5 |
Are you using regions, toadcop? If not, then you are a god. The way I do it, is, when a unit enters a region (your bridge thingy), you have a check for whether or not it is in a side region (which extends slightly into the bridge region). If so, the unit is coming from the upper layer, and you set fly height and whatnot, to make it uber looking. Or, if you want bridges for melee maps that you can walk under, over, but not off of, then you would lay down the bridge and use invisible waygates to tell the units that: A)They can walk 'under' the bridge B)They can walk across the bridge C)They cannot fall off of the bridge Yeah. I works, but sometimes doesn't look good. |
| 08-19-2007, 05:22 PM | #6 |
I am not god + to use events is the best possible solution =) i make it a bit clever than you described... you enter i check it height add some features to handle it thats all it's really primitve ^^ the point is what it fits perfectly into TcX concept what why i use it. |
| 08-19-2007, 07:58 PM | #7 |
big problem: the map massively disconnect on multiplayer, and everything bugs up, even the movement, it goes left when i move right ect. It works fine on singleplayer tho. Nice for those who wanna play agains bots |
| 08-19-2007, 08:11 PM | #8 | ||
MaD[Lion] dis only if bot adding otherwise i got tester they don't expirienced any disconects... i dunno why there is no logical reason. Quote:
this features are not realted to my inability... Quote:
|
| 08-19-2007, 09:01 PM | #9 |
Im intrested in something like that is there any way to make it not disconnect when you change the Z value? ( or are the problems in multiplayer not because of that?) |
| 08-19-2007, 09:08 PM | #10 | |
Quote:
http://www.wc3campaigns.net/showthread.php?t=96199 |
| 08-19-2007, 09:43 PM | #11 |
there were no bots, it just disconnect everyone |
| 08-19-2007, 11:45 PM | #12 |
MaD[Lion] well i know... guys are posting this... but i ALSO have "examples" there are no desyncs happend on long play period =\ so it's seems to be not fully "my/maps" fault it can be caused by may factors ! maybe you got moded MiscData.txt or something like that there could be A LOT of reasons... but ofcource i will do what i can to prevent it... maybe different war versions etc. to say simple this map is not 100% mp uncompatible in normal cases it's playable! read comments... http://www.hiveworkshop.com/resources_new/maps/4976 + once again GetLocationZ() is ok... |
| 08-20-2007, 03:25 AM | #13 |
i know that it is fine as long as you dont use terrain deformations however is that just in that one area or what? |
| 08-20-2007, 06:47 AM | #14 |
i just downloaded it, played single player, find it really amazing, wanted to play with bnet friends, game went fine for 5 min, suddently 1 goes disconnect, and then the 5 who is left also got disconnect... Its kinda sad tat way cus i like tat map. Planned to make tat kind of map, but since its already made so no need to ^^ |
| 08-20-2007, 07:44 AM | #15 |
Toadcop, check your spells, Maybe some of your wepons are doing terrain deformations, like that rocket that scortches the ground. |
