Yes and yes. Would sure be an interesting abilities depending whether you went the route of just a ramp between different cliff heights to some type of cargo abilities that catapults units up.
Cliff pathing is cantankerous; it cannot be overridden with any random footprint and certainly not at runtime, that's why bridges use footprints with the mode Persist. The Persist mode effectively bakes the footprint into the pathing permanently, though other footprints can be applied over it at runtime.
This means that any cliffs that you want to support building ramps/bridges on must be overridden with a footprint in Persist mode, with an additional unit over it to apply pathing that blocks units as a cliff would, and the building of a ramp/bridge would then suppress the footprints of the cliff-imitating units.
Using units would be preferable to painting the pathing and repainting it if the ramp is destroyed. Alternately, using doodads to apply new pathing, and allowing the ramp unit to override it, as I do in an elevator demo.
I remember playing with this, if you can use units that would be great, though it's still not a universal system.
I used to forcibly place a unit over the cliff that created passable pathing with Persist, it worked but of course the effect was permanent and could never be removed.
I just wanted to put this idea out there and see it it were possible.
I was wondering if it was possible to create an ability that turned a unit into ramp, or add a temporary ramp to a cliff?
I thought it might be interesting as a Zerg ability.
Yes and yes. Would sure be an interesting abilities depending whether you went the route of just a ramp between different cliff heights to some type of cargo abilities that catapults units up.
Cliff pathing is cantankerous; it cannot be overridden with any random footprint and certainly not at runtime, that's why bridges use footprints with the mode Persist. The Persist mode effectively bakes the footprint into the pathing permanently, though other footprints can be applied over it at runtime.
This means that any cliffs that you want to support building ramps/bridges on must be overridden with a footprint in Persist mode, with an additional unit over it to apply pathing that blocks units as a cliff would, and the building of a ramp/bridge would then suppress the footprints of the cliff-imitating units.
@JademusSreg: Go
Dear god, i get the first part but are you suggesting that he needs to use units to create a false cliff ?
Using units would be preferable to painting the pathing and repainting it if the ramp is destroyed. Alternately, using doodads to apply new pathing, and allowing the ramp unit to override it, as I do in an elevator demo.
I remember playing with this, if you can use units that would be great, though it's still not a universal system.
I used to forcibly place a unit over the cliff that created passable pathing with Persist, it worked but of course the effect was permanent and could never be removed.
I've always wanted to see Ramping units on bnet.......does anyone have any Idea how to do this? How about a Bridging Vehicle?
Would need a morph anyhow since those can apply new footprints. Although not sure how the pathing map is affected after game initialization.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
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