Is there a way to make a Terrain Object (Monlyth Light Bridge is what i'm using) unpathable until I activate the actual bridge?
ATM i've tried pathing blockers but can't get rid of them because the Kill and Remove triggers do not remove the Footprint of the Pathing Blockers
What I want is to be able to activate a bridge at a later time and let the units walk across it, but atm the bridge is completely walkable before it is in it's "Stand Work" animation which shows the walkable bridge parts thus why I placed the pathing blockers..
Was wondering if anyone has any Idea as to how I can accomplish what I need, cause I really want this to work! :(
Also: I'd rather not have to block the terrain with other doodads if possible, but If I have to I can try :|
And if someone has posted this already and all I had to do was search for it i'm sorry but I was in a rush to get somewhere when I wrote this and will check later and delete it if i have to. :P
There are ways to do this, but they are much more complicated than the blockers you used, and remove by triggers, but instead of using pathing blockers, use invisible , undetectable, invulnerable supply depots, and if you dont remove their kill animation, they will explode when dead, so use the remove trigger.
Is there a way to make a Terrain Object (Monlyth Light Bridge is what i'm using) unpathable until I activate the actual bridge?
ATM i've tried pathing blockers but can't get rid of them because the Kill and Remove triggers do not remove the Footprint of the Pathing Blockers
What I want is to be able to activate a bridge at a later time and let the units walk across it, but atm the bridge is completely walkable before it is in it's "Stand Work" animation which shows the walkable bridge parts thus why I placed the pathing blockers..
Was wondering if anyone has any Idea as to how I can accomplish what I need, cause I really want this to work! :(
Also: I'd rather not have to block the terrain with other doodads if possible, but If I have to I can try :|
And if someone has posted this already and all I had to do was search for it i'm sorry but I was in a rush to get somewhere when I wrote this and will check later and delete it if i have to. :P
I would say take a look at the door doodads footprint and how it changes when its open and closed
Quote from ZeroAme:
I would say take a look at the door doodads footprint and how it changes when its open and closed
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Opening and closing gates are units, not doodads. They use morph abilities to change the footprint.
The doodad versions of gates can't open and close.
There are ways to do this, but they are much more complicated than the blockers you used, and remove by triggers, but instead of using pathing blockers, use invisible , undetectable, invulnerable supply depots, and if you dont remove their kill animation, they will explode when dead, so use the remove trigger.
@38dedo: Go Yeah, I ended up using invisible units and it gets the job done, thanks guys :)