How to make a unit that lets pass through the building and it would let other units to go through building while that unit is there? The use would be Medieval theme Ladder or Siege Tower is attached to the wall piece and units neaby would go through the ladder or siege tower on the Wall building piece to other side. And how about multiple layers of walls ahead? Or even option to capture GateHouse.
I think you would use a Morph ability. The targeted wall segment morphs into 'passable wall' unit that doesn't block pathing.
For the units to seem to walk over the wall, you would need to also create some kind of bridge unit, the ones that lift other units up when they walk over them because the model has 'pathable geometry' or however it's called.
Ok have a problem with making that even happen. Just stopped working at all cause of this headache problem..
Can anybody make an example map of this in action?
Unit ordered on Wall building would morph to other unit and replaces or some how allows units on target Wall building and others segements of the Wall buildings infront of the Siege tower to Wall gives allowance to make units move through the Wall (On Top of the wall).
From the way it worked in the Stronghold franchise I would use Persistent offsets and either Launch Missile effects or a Transport+Teleport combo to move units onto/over the wall. The same basic concept as a "warp pad", just with different visual trickery.
Launch Missile effects can launch the source unit and place it down at the target location, see Viper Abduct. This would be for the ladder, using a Throw Mover phase for "climbing" the ladder.
A Transport ability isn't required for teleports to work, but it most accurately represents the functionality of a siege tower. Units would be ordered to enter the vehicle, which itself carries a Persistent effect that constantly orders it to unload onto the wall. Depending on the exact visuals a Launch Missile or Teleport effect would be applied upon exiting the tower to ensure the unit arrives on top of the wall. Transport abilities alone can already do this with regular cliffs, aka "Warp Prism elevator", but require careful placement and manual spamming of the Unload command.
about visibility its all depends on the model created. It could use such thing but thinking of units going back and forward the same siege tower may cause some problems.
2-way warp pad. You'll need a Persistent effect on top of the wall to mark the exit point, that can also be used to mark units with a buff which causes the tower to unload them at the bottom (target unload command on the tower or behind it) while all unmarked units get unloaded on top of the wall.
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How to make a unit that lets pass through the building and it would let other units to go through building while that unit is there? The use would be Medieval theme Ladder or Siege Tower is attached to the wall piece and units neaby would go through the ladder or siege tower on the Wall building piece to other side. And how about multiple layers of walls ahead? Or even option to capture GateHouse.
I think you would use a Morph ability. The targeted wall segment morphs into 'passable wall' unit that doesn't block pathing.
For the units to seem to walk over the wall, you would need to also create some kind of bridge unit, the ones that lift other units up when they walk over them because the model has 'pathable geometry' or however it's called.
yeah that should work with some concept like this
Ok have a problem with making that even happen. Just stopped working at all cause of this headache problem.. Can anybody make an example map of this in action?
Unit ordered on Wall building would morph to other unit and replaces or some how allows units on target Wall building and others segements of the Wall buildings infront of the Siege tower to Wall gives allowance to make units move through the Wall (On Top of the wall).
Do you have a walkable wall structure at all yet?
From the way it worked in the Stronghold franchise I would use Persistent offsets and either Launch Missile effects or a Transport+Teleport combo to move units onto/over the wall. The same basic concept as a "warp pad", just with different visual trickery.
Launch Missile effects can launch the source unit and place it down at the target location, see Viper Abduct. This would be for the ladder, using a Throw Mover phase for "climbing" the ladder.
A Transport ability isn't required for teleports to work, but it most accurately represents the functionality of a siege tower. Units would be ordered to enter the vehicle, which itself carries a Persistent effect that constantly orders it to unload onto the wall. Depending on the exact visuals a Launch Missile or Teleport effect would be applied upon exiting the tower to ensure the unit arrives on top of the wall. Transport abilities alone can already do this with regular cliffs, aka "Warp Prism elevator", but require careful placement and manual spamming of the Unload command.
@Photoloss: Go
yes i do have walkable on top of the model structure.
I think other way, You have to move units throught the siege tower to the wall. While units in siege tower they are slowed, movement speed..
Can you actually see inside the tower? If not just use a timed Buff so units don't exit immediately.
@Photoloss: Go
about visibility its all depends on the model created. It could use such thing but thinking of units going back and forward the same siege tower may cause some problems.
@TwoDie: Go
2-way warp pad. You'll need a Persistent effect on top of the wall to mark the exit point, that can also be used to mark units with a buff which causes the tower to unload them at the bottom (target unload command on the tower or behind it) while all unmarked units get unloaded on top of the wall.