A doodad is an actor. Create Actor At Point should work, try using other actors and see if they show up.
Close.
My best guess would be to create a dummy unit, via triggers attach the Korhal building model, and alter it (variation, heightm scale, color, etc). the onkly problem i see is the collision range being too small and other units getting too close to it.
No, creating units cost almost nothing, the units that are created tho.. . different storry
I would suggest you make the buildings distributable, that would be cool.
The problem with dynamic city is that if its a denser city like left 4 dead you will create pockets were players cant go cause buildings have blocked them. a loose city would work but there would be quiet a bit of open area. you can do denser and make it look good.
my suggestion if its going to be dense, is design streets first, and make buildings keep them clear. you will use points somewhat randomly placed and use paths to connect these points, then deploy buildings making sure pathing cost between the points all are correct, use dummy units if different pathing for larger and smaller roads.
Hello,
first excuse my english. I already post my question at Terrain Forum. They mean: I should place my post better in Trigger Forum.
My Question:
I want to create an dynamic City with dynamic Paths like Valves Left4dead.
I want to use the Korhal Tower Doodads and some Building as Units. Units are Easy to create but how can i create Doodads from Trigger.
I tried Create Actor at Point but nothing happens. I tried Create Models at Point and this work. But Models got no collisions query?
Any Idea or any Tutorials for create Dynamic Terrains.
A doodad is an actor. Create Actor At Point should work, try using other actors and see if they show up.
Close.
My best guess would be to create a dummy unit, via triggers attach the Korhal building model, and alter it (variation, heightm scale, color, etc). the onkly problem i see is the collision range being too small and other units getting too close to it.
I think create units will result in performance issue?
No, creating units cost almost nothing, the units that are created tho.. . different storry
I would suggest you make the buildings distributable, that would be cool.
The problem with dynamic city is that if its a denser city like left 4 dead you will create pockets were players cant go cause buildings have blocked them. a loose city would work but there would be quiet a bit of open area. you can do denser and make it look good.
my suggestion if its going to be dense, is design streets first, and make buildings keep them clear. you will use points somewhat randomly placed and use paths to connect these points, then deploy buildings making sure pathing cost between the points all are correct, use dummy units if different pathing for larger and smaller roads.
ok i use an other solution:
I create via Data Editor 4 new Units Korhal (null/small/medium/big).
Think thats the best way...