Is it possible to create this effect behind the path of a unit? Like say i wanted to make a 3x as large ultralisk and give it the effect of slightly indenting the ground wherever it walks (to simulate it's mass) would it be possible?
this could be done using a trigger to fire the event on unit-movement, or create the terrain deforming actor if Unit is moving (this is a actor related thing)
I have a question, I have an ability that creates a crater when the attack ends, but after the crater is made, it follows my unit that cast it, so wherever i go the crater forms with me... HALP ;-; <3
U can do it without using trigger, create a behavior for Ultra, and in the terrain deform actor/event, change effect... to behavior start(above behav)
I have question: Is there anyway to restore the terrain after a period(I want to make a abi which, like Kuram, affect whenever unit walk. And restore the terrain back to normal after a while)
Hey, i was looking to do something of the sort, but with cliffs and ramps (I even opened a new thread, without doing a search on these forums first)... Apparently you said it wasn't possible to add cliff/ramps, but as it was 2 months ago, I was wondering if anyone found anything on the matter?
Anyway, considering what you did, I thought of something that could be used to mimic the High Cliff mechanism:
First create a trigger event called whenever the terrain deformer actor is used.
Then add 2 rectangle regions at the deformated terrain location. One of them should have a smaller radius. Let's call them LargerRegion and SmallerRegion.
In a trigger Any Unit Enters Larger Region, the point location of the triggering unit is saved.
And in a trigger Any Unit Enters Smaller Region, the unit is moved instantly to the point saved previously.
This should block the unit from going into the Smaller Region at all time (Not bug free i would guess :p). I tried this 2 regions path blocking mechanism, without hooking it to the Terrain deformation actor, and it was working fine.
Sadly, I am working on something else and I won't be able to develop this idea before a while, but I thought it could be useful to write it down somewhere !
Just an addition to this thread, when using an actor to deform terrain, the effect is purely visual.
The ground height of points in the affected terrain will not be altered. This includes both "Height Of Point" and "Height At Point".
I've got a physics system that makes use of height at point triggers, but I'll have to create a workaround to have dynamic terrain for my map.
This definately does look neat but there are several problems with trying to use this as a game mechanic.
Triggers from my understanding will not take the altered hieght into account.
All this really is an actor on the map. That has a specific height. If you wanted to have variable heights on your terrain altering you need a different actor for each.
The deformations dont play nicely together when placed close together as you can see in the demo link he posted.
One time in just a simple "movie" i made i tried to make a crater form from a comet hitting the ground. What i wanted was a hole and then an outter ridge around the hole. This caused me alot of problems trying to make a raised ring shape around a cirlular hole. (maybe i was using the wrong models to base my shapes off of. (But i gave up on the idea because Buildings tend to not handle deformed terrain very well.
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Just an addition to this thread, when using an actor to deform terrain, the effect is purely visual. The ground height of points in the affected terrain will not be altered. This includes both "Height Of Point" and "Height At Point". I've got a physics system that makes use of height at point triggers, but I'll have to create a workaround to have dynamic terrain for my map.
Yeah, I ran into that when using this. the deformation won't go any further if the baneling is used in the same spot more than once because the actual height doesn't change and it's only cosmetic. Plus I've found that the area that the crater is created when using this method doesn't have any pathing information so units either can't enter the area or if they are in the area that is created, they get stuck! And I want my craters to get bigger!
Can you explain this further? Like maybe give an example.
@xhatix: Go
Is it possible to create this effect behind the path of a unit? Like say i wanted to make a 3x as large ultralisk and give it the effect of slightly indenting the ground wherever it walks (to simulate it's mass) would it be possible?
@kuram: Go
this could be done using a trigger to fire the event on unit-movement, or create the terrain deforming actor if Unit is moving (this is a actor related thing)
@Artanis186: Go
this should be clear now or ?
anyway:
syntax might is not valid
@xhatix: Go
I have a question, I have an ability that creates a crater when the attack ends, but after the crater is made, it follows my unit that cast it, so wherever i go the crater forms with me... HALP ;-; <3
@xhatix: Go
@kuram: Go
U can do it without using trigger, create a behavior for Ultra, and in the terrain deform actor/event, change effect... to behavior start(above behav)
I have question: Is there anyway to restore the terrain after a period(I want to make a abi which, like Kuram, affect whenever unit walk. And restore the terrain back to normal after a while)
@xhatix: Go
Hey, i was looking to do something of the sort, but with cliffs and ramps (I even opened a new thread, without doing a search on these forums first)... Apparently you said it wasn't possible to add cliff/ramps, but as it was 2 months ago, I was wondering if anyone found anything on the matter?
Anyway, considering what you did, I thought of something that could be used to mimic the High Cliff mechanism:
This should block the unit from going into the Smaller Region at all time (Not bug free i would guess :p). I tried this 2 regions path blocking mechanism, without hooking it to the Terrain deformation actor, and it was working fine.
Sadly, I am working on something else and I won't be able to develop this idea before a while, but I thought it could be useful to write it down somewhere !
@xhatix: Go
what do u mean event array...wheres that at
Just an addition to this thread, when using an actor to deform terrain, the effect is purely visual. The ground height of points in the affected terrain will not be altered. This includes both "Height Of Point" and "Height At Point". I've got a physics system that makes use of height at point triggers, but I'll have to create a workaround to have dynamic terrain for my map.
@DeliciousPi: Go
This definately does look neat but there are several problems with trying to use this as a game mechanic.
One time in just a simple "movie" i made i tried to make a crater form from a comet hitting the ground. What i wanted was a hole and then an outter ridge around the hole. This caused me alot of problems trying to make a raised ring shape around a cirlular hole. (maybe i was using the wrong models to base my shapes off of. (But i gave up on the idea because Buildings tend to not handle deformed terrain very well.
Yeah, I ran into that when using this. the deformation won't go any further if the baneling is used in the same spot more than once because the actual height doesn't change and it's only cosmetic. Plus I've found that the area that the crater is created when using this method doesn't have any pathing information so units either can't enter the area or if they are in the area that is created, they get stuck! And I want my craters to get bigger!
Anyone know any solutions to this?
@RadioFreZerg: Go
Necro?