For a while now I've been trying to figure out how to get a hover unit to go across the water, without going under it. Finally I figured it out. It does have some quirks, such as the unit going a bit higher when near cliffs, and possibly being stopped by pathing blockers.(I don't know I haven't checked yet)
Basically, make a new mover, call it hover or float, or whatever you wanna call it, and scroll down to CMover_Heightmap. Cahnge that to air, make sure CMover_PathMode is ground and leave everything else alone. use it as the unit in questions mover and send it over some water. The unit will stay above the water.
As I said, it does make the unit go abit higher at cliffs, but it won't bypass them, unlike flyers. So it really does behave like a unit that hovers. Perhaps someone else will be able to refine this, but hopefully it allows those who want to make floating units, make them.
Edit: Just checked, unfortunately pathing blockers still work. So having some units hover over the water while others can't go near it is still a tad more difficult. But still, every little hleps eh?
Found an issue, that may interest some. While the hover over water works fine for custom terrain heights, such as using lower, higher, smoth etc... It doesn't seem to work when changing cliff heights, ie: When a unit goes down a ramp into water it just sinks to the bottom. I'm not sure why this is, and admitadly it can probably be fixed with a little clever terrain editing, but still seems like a bit of an issue. Just wanted to let you wonderful folks know.
For a while now I've been trying to figure out how to get a hover unit to go across the water, without going under it. Finally I figured it out. It does have some quirks, such as the unit going a bit higher when near cliffs, and possibly being stopped by pathing blockers.(I don't know I haven't checked yet)
Basically, make a new mover, call it hover or float, or whatever you wanna call it, and scroll down to CMover_Heightmap. Cahnge that to air, make sure CMover_PathMode is ground and leave everything else alone. use it as the unit in questions mover and send it over some water. The unit will stay above the water.
As I said, it does make the unit go abit higher at cliffs, but it won't bypass them, unlike flyers. So it really does behave like a unit that hovers. Perhaps someone else will be able to refine this, but hopefully it allows those who want to make floating units, make them. Or maybe change them to a missile briefly sort of like how the Reaper's jump ability does.
Edit: Just checked, unfortunately pathing blockers still work. So having some units hover over the water while others can't go near it is still a tad more difficult. But still, every little hleps eh?
Just make an old school system of moving a unit if it's not a certain type away from the water using regions? Or create pathing blockers after the unit you want to pass over has gone.
I'm actually using invisible units with the ground collision that Hover units are on being null, which allows them to pass, but not other units. It's a bit cumbersome, and hopefully I'll find a better way to do it at some point. But it does work. Wanting to save triggers and regions for important game stuff, such as holding certain areas, capturing certain areas etc...
There is another solution of walking on water.
Open an actor for unit, which should be doing hovering.
Enter in Hosting: Host Site Operations -> SOPHigherOfTerrainAndWater
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For a while now I've been trying to figure out how to get a hover unit to go across the water, without going under it. Finally I figured it out. It does have some quirks, such as the unit going a bit higher when near cliffs, and possibly being stopped by pathing blockers.(I don't know I haven't checked yet)
Basically, make a new mover, call it hover or float, or whatever you wanna call it, and scroll down to CMover_Heightmap. Cahnge that to air, make sure CMover_PathMode is ground and leave everything else alone. use it as the unit in questions mover and send it over some water. The unit will stay above the water.
As I said, it does make the unit go abit higher at cliffs, but it won't bypass them, unlike flyers. So it really does behave like a unit that hovers. Perhaps someone else will be able to refine this, but hopefully it allows those who want to make floating units, make them.
Edit: Just checked, unfortunately pathing blockers still work. So having some units hover over the water while others can't go near it is still a tad more difficult. But still, every little hleps eh?
That's great... I think I'll apply it to the Diamondback in the mod I'm working on.
Nice work!
Found an issue, that may interest some. While the hover over water works fine for custom terrain heights, such as using lower, higher, smoth etc... It doesn't seem to work when changing cliff heights, ie: When a unit goes down a ramp into water it just sinks to the bottom. I'm not sure why this is, and admitadly it can probably be fixed with a little clever terrain editing, but still seems like a bit of an issue. Just wanted to let you wonderful folks know.
Hmm... perhaps there's something special about ramps that tell a unit "go down until you reach height X" and override everything else?
Just make an old school system of moving a unit if it's not a certain type away from the water using regions? Or create pathing blockers after the unit you want to pass over has gone.
I'm actually using invisible units with the ground collision that Hover units are on being null, which allows them to pass, but not other units. It's a bit cumbersome, and hopefully I'll find a better way to do it at some point. But it does work. Wanting to save triggers and regions for important game stuff, such as holding certain areas, capturing certain areas etc...
Sorry for bumping reaaaly old thread. Do you know some map with water units? I like to inspect the solution.
There is another solution of walking on water. Open an actor for unit, which should be doing hovering. Enter in Hosting: Host Site Operations -> SOPHigherOfTerrainAndWater