for the elevator could you give the illusion of moving down by creating units or doodads that moved up in a square around the "elevator" floor that would not move as the walls to give the illusion of moving down or would that get too complicated? i was thinking as an experiment to create the illusion of an elevator going down with a little minor camera shaking to give the illusion that you were actually going down while the height was changed of the units or doodads moving up and being killed off at a certain height to not have an extremely large tower on the map.
Elevators are exceedingly easy to make in SC2. There's a doodad called "Deadman's Port Elevator," which you can set the height of easily with triggers and it moves units with it.
with your idea you could, in theory, make a never ending map! giving the illusion that your unit is moving up/down while the surrounding units are killed off-screen, you could create a sort of multi-level map by changing the terrain and texture sets to create a new level mid-game. essentially you could create an entirely new map mid-game without having to shrink down the playable area!! not sure if its possible to change the texture sets mid-game, maybe if you created a custom texture set to include all the textures then used triggers to alter the terrain and texture mid-game for each new level/floor........
another thought, you could possibly even create a bank and save a floor/level to that bank in case you want to go back to previously visited floors/levels. then the game would have that floor/level saved with all the units, that were killed when you changed floors, in the same spots as when you left them. :D
That's weird, on my Ikari Warriors I use one of these elevator doodads and it was almost a pain to prevent the player from jumping on its floor... I had to put some doodads below to block pathing in a "nice looking" way. You can pretty much put it anywhere and unit moving within its collision radius will instantly warp on the elevator floor. I guess that's how the stairway in this topic works, it allows units to come up and down by just touching the collision radius of the closest elevator.
If you look at the doodad in the previewer, I think I remember seeing a few animations by none of them was making the platform move up or down. There is an animation to open some kind of trap from which the platform comes out, I guess it could be used to fake units going underground using an elevator.
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it doesn't work for me like I said
@Mozared: Go
It's pretty easy to change doodad height with triggers. Just send the actor message "setheight x" to the doodad.
@Reaper872: Go
I figured out your problem. Select another doodad in the doodad menu thing and it should work fine.
The question is, will that work with the footprint and walkable doodads? That would make us elevators. And that would make us awesome!
@Mozared: Go
I'm not sure :\
Goofy aye? Well not as good as the subway entrance but if you just have them a little over the ground, like 0.1, and stack 'em it looks pretty good.
Random shenanigans!
@SheogorathSC: Go
@Mozared: Go
Sometimes I just wish Mapster had reputation button xD
@Mozared: Go
You can in fact make elevators. Though they only work with units, not doodads :(
After all the Warcraft doodads *Shivers* i need to do some Starcraft terraining.
for the elevator could you give the illusion of moving down by creating units or doodads that moved up in a square around the "elevator" floor that would not move as the walls to give the illusion of moving down or would that get too complicated? i was thinking as an experiment to create the illusion of an elevator going down with a little minor camera shaking to give the illusion that you were actually going down while the height was changed of the units or doodads moving up and being killed off at a certain height to not have an extremely large tower on the map.
@joecab: Go
Elevators are exceedingly easy to make in SC2. There's a doodad called "Deadman's Port Elevator," which you can set the height of easily with triggers and it moves units with it.
@joecab: Go
with your idea you could, in theory, make a never ending map! giving the illusion that your unit is moving up/down while the surrounding units are killed off-screen, you could create a sort of multi-level map by changing the terrain and texture sets to create a new level mid-game. essentially you could create an entirely new map mid-game without having to shrink down the playable area!! not sure if its possible to change the texture sets mid-game, maybe if you created a custom texture set to include all the textures then used triggers to alter the terrain and texture mid-game for each new level/floor........
another thought, you could possibly even create a bank and save a floor/level to that bank in case you want to go back to previously visited floors/levels. then the game would have that floor/level saved with all the units, that were killed when you changed floors, in the same spots as when you left them. :D
That's weird, on my Ikari Warriors I use one of these elevator doodads and it was almost a pain to prevent the player from jumping on its floor... I had to put some doodads below to block pathing in a "nice looking" way. You can pretty much put it anywhere and unit moving within its collision radius will instantly warp on the elevator floor. I guess that's how the stairway in this topic works, it allows units to come up and down by just touching the collision radius of the closest elevator.
If you look at the doodad in the previewer, I think I remember seeing a few animations by none of them was making the platform move up or down. There is an animation to open some kind of trap from which the platform comes out, I guess it could be used to fake units going underground using an elevator.