I haven't found a use for this yet, but maybe one of you will, or can refine it.
I made it by duplicating all the assets for the destructible rock, and then modifying the art assets and footprint to match that of the Mar Sara Bridge doodad. (The footprint is what makes it function as a bridge - Specifically the Persistent Pathing Layer)
Units can walk across it, and attack it. When it's destroyed, they hang in the air unit they're moved, and then they fall to whatever is immediately below them.
Current problems - There is obviously no death animation, the model can only be targeted on the sides, and I haven't figured out how to make units that can be raised/lowered in the editor yet, so I can't have it actually cross gaps yet.
Other things the PPL footprinting can be used for, if I understand it correctly -
Having units mounted on other units, with each individually controllable.
Making units function as ramps, so you could make, for instance, a siege tower.
Tunnels (Will be much more complex)
Custom cliff levels, and fully walkable structures.
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I haven't found a use for this yet, but maybe one of you will, or can refine it.
I made it by duplicating all the assets for the destructible rock, and then modifying the art assets and footprint to match that of the Mar Sara Bridge doodad. (The footprint is what makes it function as a bridge - Specifically the Persistent Pathing Layer)
Units can walk across it, and attack it. When it's destroyed, they hang in the air unit they're moved, and then they fall to whatever is immediately below them.
Current problems - There is obviously no death animation, the model can only be targeted on the sides, and I haven't figured out how to make units that can be raised/lowered in the editor yet, so I can't have it actually cross gaps yet.
Other things the PPL footprinting can be used for, if I understand it correctly -