(I can't seem to find anywhere an answer to this, which I would assume is an easy way of doing this)
How do you set regions to models??
I want to set a custom footprint's shape to a model, but I want to make a custom model so I can use custom footprints. The obvious way of doing this I see is making regions that you need for each doodad, and just putting them all over the map where you need them for the doodads and then making custom footprints for each one accordingly, but I can't seem to find a way to apply regions to models.
I'm trying to make a map with different places where maybe the forrest is where you can hide your units/army and other places w/ caves and temples, so some of the doodads will have pathing footprints while others won't.
I do not know about footprints, but if you want to hide units in Forrest. Can´t you use curtains? They are doodads so you could do your own looking like trees or whatever.. Don´t know if this helps you or id it´s what you are after.
Oh ok. I was trying to do custom pathing, but looks like using Pathing Blocks is the basic way, plus merging selections for easy moving things around. I thought you could customize merge shapes of regions and make regions into path blocks this way making custom footprints however you like. If that is possible, that's what I'm trying to find out how to do.
(I can't seem to find anywhere an answer to this, which I would assume is an easy way of doing this)
How do you set regions to models??
I want to set a custom footprint's shape to a model, but I want to make a custom model so I can use custom footprints. The obvious way of doing this I see is making regions that you need for each doodad, and just putting them all over the map where you need them for the doodads and then making custom footprints for each one accordingly, but I can't seem to find a way to apply regions to models.
I'm trying to make a map with different places where maybe the forrest is where you can hide your units/army and other places w/ caves and temples, so some of the doodads will have pathing footprints while others won't.
Please help!
bump
@EagleXs: Go
bump again..
Hi,
I do not know about footprints, but if you want to hide units in Forrest. Can´t you use curtains? They are doodads so you could do your own looking like trees or whatever.. Don´t know if this helps you or id it´s what you are after.
Custom Campaign initiative StarCraft: Pandora , StarCraft: Replicant
@Hultmanable: Go
Oh ok. I was trying to do custom pathing, but looks like using Pathing Blocks is the basic way, plus merging selections for easy moving things around. I thought you could customize merge shapes of regions and make regions into path blocks this way making custom footprints however you like. If that is possible, that's what I'm trying to find out how to do.
You cannot set regions from the terrain editor as footprints for objects in the data editor.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
make them units with tree models and add footprints to units or u can create invisible units with footprints and set it up to dooaded forest