I'm not sure if what I'm looking to do would be best accomplished by using triggers or data edits and triggers, but I figure this is probably the best section for this thread.
The general idea is I want to make a Labyrinth, where the walls obstruct vision and pathing, and can change where they are.
My original idea for implementation was to generate cliffs on-the-fly, but then I found an old post by a Blizzard Employee saying that that wouldn't be possible without a significant re-write.
My fall back idea was to use something like this combined with placing the doodad "Pathing and Sight Blocker 1x1 Doodad" (or 2x2). The problem I'm running into there is I can't find out how to disable/re-enable the doodad. For that matter, I'm not seeing how to create the doodad using triggers, which eliminates the option to kill the doodad and replace it.
My "Oh well, it's just a proof of concept" idea is to make it so that raised Supply Depots obstruct view, while lowered Supply Depots don't obstruct view. I realize this would most likely be a Data Editor approach, but it does seem like a reasonable fix to my original problem. Worse case scenario, I could probably make the Supply Depots invisible and place them on top of the changing terrain to achieve the visuals I want.
I've read some places on the forums where people suggest replacing doodads with units that have the same Actor, but in my case it's really the footprint I'm after (if I'm understanding things correctly). I'm open to alternative suggestions for how to implement things, I'm just hoping I can get the ball rolling on this project.
In order to get rid of the footprint you will have to use units instead of doodads, then morph (or replace) the unit with the footprint into a new unit without the footprint. There are certain footprints that block line of sight that you can use for when the supply depot is raised (for example.)
I'm sort of experimenting with this kind of thing myself, so let me know how it works out.
So my idea of using a Supply Depots is actually very well suited, since the Depot changes states already.
I'm looking through the footprint data to see if I can find what flag is responsible for Blocking LOS, but I'm not noticing it. I'm a noob at using the Data Editor for all but the most basic things, so I'm having a hard time seeing how to replace/edit the Footprint of the raised Supply Depots to Block LOS. I'll keep searching on my own, but if you have a tip or a tutorial you could point me at that would be greatly appreciated.
It's not a flag. There is a field under Unit objects called Movement: Pathing Footprint. The footprints which block LOS will have (Doodad Block LOS) as a suffix. There's also Movement: Pathing Footprint - Dead which can be set if you want the footprint to change when the unit dies.
So I opened up "Units -> Supply Depot" in the Data Editor, then clicked on the "Footprint 2x2" in Table View. I right click anywhere in the table, then select "Modify Value", which opens up a new window with big square in the center. There's a drop down box labeled "Layer", which I changed from "Pathing" to "Placement Apply". I then clicked the "Define Sets" button and checked the top check box "Block Vision". I repeated this for "Footprint 2x2 (Contour)", and the raised Supply Depot blocked vision :)
I think I should be able to make the Supply Depot invisible, and that should work perfectly for what I need. Thanks for pointing me in the right direction.
No problem. Just keep in mind that when you modify those footprints, you change the footprints of all other units or doodads which use them. You can create custom footprints by switching to the Footprints tab, duplicating the 2x2 footprint, then modifying the duplicate to meet your needs.
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I'm not sure if what I'm looking to do would be best accomplished by using triggers or data edits and triggers, but I figure this is probably the best section for this thread.
The general idea is I want to make a Labyrinth, where the walls obstruct vision and pathing, and can change where they are.
My original idea for implementation was to generate cliffs on-the-fly, but then I found an old post by a Blizzard Employee saying that that wouldn't be possible without a significant re-write.
My fall back idea was to use something like this combined with placing the doodad "Pathing and Sight Blocker 1x1 Doodad" (or 2x2). The problem I'm running into there is I can't find out how to disable/re-enable the doodad. For that matter, I'm not seeing how to create the doodad using triggers, which eliminates the option to kill the doodad and replace it.
My "Oh well, it's just a proof of concept" idea is to make it so that raised Supply Depots obstruct view, while lowered Supply Depots don't obstruct view. I realize this would most likely be a Data Editor approach, but it does seem like a reasonable fix to my original problem. Worse case scenario, I could probably make the Supply Depots invisible and place them on top of the changing terrain to achieve the visuals I want.
I've read some places on the forums where people suggest replacing doodads with units that have the same Actor, but in my case it's really the footprint I'm after (if I'm understanding things correctly). I'm open to alternative suggestions for how to implement things, I'm just hoping I can get the ball rolling on this project.
@flagezooke: Go
In order to get rid of the footprint you will have to use units instead of doodads, then morph (or replace) the unit with the footprint into a new unit without the footprint. There are certain footprints that block line of sight that you can use for when the supply depot is raised (for example.)
I'm sort of experimenting with this kind of thing myself, so let me know how it works out.
So my idea of using a Supply Depots is actually very well suited, since the Depot changes states already.
I'm looking through the footprint data to see if I can find what flag is responsible for Blocking LOS, but I'm not noticing it. I'm a noob at using the Data Editor for all but the most basic things, so I'm having a hard time seeing how to replace/edit the Footprint of the raised Supply Depots to Block LOS. I'll keep searching on my own, but if you have a tip or a tutorial you could point me at that would be greatly appreciated.
@flagezooke: Go
It's not a flag. There is a field under Unit objects called Movement: Pathing Footprint. The footprints which block LOS will have (Doodad Block LOS) as a suffix. There's also Movement: Pathing Footprint - Dead which can be set if you want the footprint to change when the unit dies.
Got it to block sight!
So I opened up "Units -> Supply Depot" in the Data Editor, then clicked on the "Footprint 2x2" in Table View. I right click anywhere in the table, then select "Modify Value", which opens up a new window with big square in the center. There's a drop down box labeled "Layer", which I changed from "Pathing" to "Placement Apply". I then clicked the "Define Sets" button and checked the top check box "Block Vision". I repeated this for "Footprint 2x2 (Contour)", and the raised Supply Depot blocked vision :)
I think I should be able to make the Supply Depot invisible, and that should work perfectly for what I need. Thanks for pointing me in the right direction.
@flagezooke: Go
No problem. Just keep in mind that when you modify those footprints, you change the footprints of all other units or doodads which use them. You can create custom footprints by switching to the Footprints tab, duplicating the 2x2 footprint, then modifying the duplicate to meet your needs.