Is there any solution to create a walkable plattform, where units can pass trough under it too?
No, there is not.
This topic was already discussed at least 4 or 5 times (you should have done a search before posting) and, as for the Warcraft 3 editor, you can't make units pass under AND over of a bridge. Bridges are objects, objects collide with units, and the only way to make sure a unit does not collide with a bridge is to edit the footprint. But it doesn't allow to use depth, so the walkable path is in 2D. No matter how you do it, it will never work fine.
I remember seeing it done a long time ago, before beta even ended I think. Marines were passing along happily on and under the bridge. Tried but couldn't find it though :(
You can't do 2 layers of footprint on a doodad, so it means it can't recognize both the surface of the bridge and the surface under the bridge. You will either have units walking on ground that move instantly on the bridge, or units on the bridge who fall down on ground. The issue exists since Warcraft 3, and unless we could someday have 2 layers of footprint in a doodad it will never work properly. Maybe you can fake it, but it will be bugged anyway.
Sorry but I support what 38Dedo said. I defintly saw a map where the brigdes were passable both across the brigde from the cliffs and as well as units could move under it. I have no reference though, but it was from a post on Staredit Network. I bet a little of google searching would give some results.
There are some buggy solutions I can come up with. the best is probably make the bridge without impassable side rails and via triggers check if the unit entered the bridge from under or on the bridge. If the unit entered from "under the bridge" just modify hight on the unit passing under the bridge and force it via triggers not to go to the high grounds (will mess with unit AI) and change it back when leaving the bridge. Also with the unit walking on the bridge, force them not to go down to the low grounds via triggers (will also mess with unit AI). Haven't tried it though, but it should work.
This is what a swede would call a "Ful hack", meaning something along "making it work just barely by making it easy for oneself probably resulting in some unknown bugs".
Edit: You should take this to Trigger Development section
I find this subject somewhat funny, due to sc2 engine not being coded to allow this type of thing. Since RTS's like Command and Conquer : Tiberian Sun (1999) allowed dual layered pathways like this. SC2 needs to put some updates for us map makers because this would always make a map better, especially Defense maps haha
That was by me in early beta, not a viable solution however and was done as an experiment(Video is no longer available, but one of the threads are over at http://forums.sc2mapster.com/development/map-development/3185-multi-plane/).
My conclusion came to that, while it is possible it is way to bug-prone and tedious to setup.
This is a very intreguing problem. I am very tempted to try and find a solution, although I'm pretty sure I will end in a ball of flames.
Although possible to "fake" unit collisions enough for them to path over and under a bridge, don't expect the combat to work. I remember trying this a long time ago in War3 via a castle gate. You run into an issue with units being able to hit units directly under/above them. Even if you get past that? You have a bigger issue with ranged units, who's range often reaches beyond the layered zone they are standing in, and so can only hit units in the same zone as them (even though the enemy is standing just outside the bridge). It blows. It's possible to get them to walk through, or at least appear too, but when it comes to workable combat? It's a fail. be careful. I too would love to Blizzard add something for this. We're not asking much. I think they could make it easily work with cliff height recognition. A bridge on Cliff Height level 1, would register units standing on it, as 1 level up, thus wouldn't be reveals. Unit's below them would still be at 0. Units directly under them? Still 0, but out've LoS. Units at level 0 under the bridge? Couldn't see them anyway because the enemy is on a cliff (thus out've LoS to begin with). Just rig another flag for "underground" into the game so that Air Units couldn't spot units "under" an object and we're good to go! We could literally make multi-layered maps A LOT easier.
I always think that there is a way to "fake it" like some people said. Even if most people dont think it is possible.
So here is my "test" solution. I'm way not the best in the editor, I still begin with the editor (there is so much to learn...) But I think (with lots of time) I could make a marine pass over and under a bridge.
How? Using behavior. First you make the brige dont have any effect on the units. So you "can't" walk over. After, just in front of the bridge befor passing over, you make the unit get a behavior that change his heigh to the heigh of the bridge (after some test >.<). When he reach the other side, you make it come back to normal. So, the unit would have "pass" the bridge, but was technically flying. To make it pass under, you just let him pass under! It wont effect with the bridge.
I already see a problem comming up. How the marine will move over the cliff caus of the pathing? You could change that it fly or something. Make the behavior do the x,y,z effect so it works. I've never used behavior though. After this, it will be to test how the units under the bridge react (like while attacking) with units over the bridge. Again here, the behavior could be a solution.
Anyway, I never tryed behaviors but, I played alot with bridges and saw my marine jumping on the bridge on a side and comming back to the ground on the other side... etc.
So, could this work? Yes possibly, no caus of... I don't know... What do you think?
Although possible to "fake" unit collisions enough for them to path over and under a bridge, don't expect the combat to work. I remember trying this a long time ago in War3 via a castle gate. You run into an issue with units being able to hit units directly under/above them. Even if you get past that? You have a bigger issue with ranged units, who's range often reaches beyond the layered zone they are standing in, and so can only hit units in the same zone as them (even though the enemy is standing just outside the bridge). It blows. It's possible to get them to walk through, or at least appear too, but when it comes to workable combat? It's a fail. be careful. I too would love to Blizzard add something for this. We're not asking much. I think they could make it easily work with cliff height recognition. A bridge on Cliff Height level 1, would register units standing on it, as 1 level up, thus wouldn't be reveals. Unit's below them would still be at 0. Units directly under them? Still 0, but out've LoS. Units at level 0 under the bridge? Couldn't see them anyway because the enemy is on a cliff (thus out've LoS to begin with). Just rig another flag for "underground" into the game so that Air Units couldn't spot units "under" an object and we're good to go! We could literally make multi-layered maps A LOT easier.
It's certainly doable, it just requires a non-trivial amount of coding to support bridges (as you need to make semi-major changes to LoS, combat, pathing, etc.). There's a lot of optimizations and assumptions that are invalidated when you can no longer treat terrain as a 2D map...
That was probably my asset. It was done via triggers and wasn't very ideal for most maps. Also the amount of polygons or units or something in that one area created like a -60 fps drop (when the camera was over it). Back then, maybe still, you couldn't turn the trigger on and off by the event of a unit entering a region, if that region was created on the fly. It's under Destructible bridge if your interested. Though, I would look at it and remake it If I was you. Would of been more efficient if you did it with buffs and did a trigger checking for it, rather than what I did which was checking distance from a buff of units and seeing if it was there. Well lots of better ways to go about it, and even save that massive fps drop. Such as making the units on the 1 edge, and then checking a bunch of points in between. The second problem would be the collision on the sides though. If it's important for you then it's basically useless. If you dont mind them walking off the sides, or sometimes being able to force themselves across, or not being able to automatically use smart move across the platform without walking to the sides, then it's fine. If there are blockers for units of a certain flying height then you could probably do that though. Thirdly, it had the problem of clicking and casting. Whenever you clicked it was on the ground below, so your clicking was quite off.
The only way I would think of making this possible would be to put 2 regions along the sides of the bridge and whenever a unit enters 1 region it becomes a flying unit, ordered to move to the other region, and makes the unit unable to be commanded, then when it reaches the other region is restored to previous/normal state.
stand directly under AND over? Short answer: not possible Long answer: trigger a blink-like action when a unit enters a region on one side to insta-warp to the other side.
I'm pretty sure you can make a pathing blocked that blocks a specific movement type in this case we will say "air" (but you should make it unique if you can). make the bridge "nonexistent" so that the doodad is there, but units stand underneath it, then put unique pathing blockers for "air" on the walled sides of the bridge. Place reigons on either side of the upper part of the bridge, that change entering ground movement pathing to your unique "air" pathing, and change their current height to the height of the bridge. Make sure this unique pathing does not collide with the regular ground unit pathing. This will give units "crossing" the bridge the appearance that they are standing on it, as well as prohibit them from moving off the bridge from the walled sections. Upon entering the one of these reigons again with the unique pathing on, switch it back to the ground pathing.
In theory this would cause your bridge to function just how you want it to. It will take a little fine tuning, but the concept should work out.
Edit: yes I am aware this is a necro, but it might help those who went searching just like I did.
Here is a pic:
http://www6.pic-upload.de/22.12.10/oldddkg2543.jpg
I wanted to make units can walk under bridges, so i couldt make plattforms and second floors and stuff. Need something like this for my projekt.
But they cant walk trough under a bridge, other doodoads works but u cant walk over other doodoads. The bridge i very thin. Z-faktor 5%. So
Is there any solution to create a walkable plattform, where units can pass trough under it too?
No, there is not. This topic was already discussed at least 4 or 5 times (you should have done a search before posting) and, as for the Warcraft 3 editor, you can't make units pass under AND over of a bridge. Bridges are objects, objects collide with units, and the only way to make sure a unit does not collide with a bridge is to edit the footprint. But it doesn't allow to use depth, so the walkable path is in 2D. No matter how you do it, it will never work fine.
I remember seeing it done a long time ago, before beta even ended I think. Marines were passing along happily on and under the bridge. Tried but couldn't find it though :(
@38dedo: Go
were they passing over it too?
@michaelknives: Go
You can't do 2 layers of footprint on a doodad, so it means it can't recognize both the surface of the bridge and the surface under the bridge. You will either have units walking on ground that move instantly on the bridge, or units on the bridge who fall down on ground. The issue exists since Warcraft 3, and unless we could someday have 2 layers of footprint in a doodad it will never work properly. Maybe you can fake it, but it will be bugged anyway.
@ZealNaga: Go
Sorry but I support what 38Dedo said. I defintly saw a map where the brigdes were passable both across the brigde from the cliffs and as well as units could move under it. I have no reference though, but it was from a post on Staredit Network. I bet a little of google searching would give some results.
how about not making the actual unit passing under the bridge but creating a model with a walk animation that u move to a position over x seconds
@playlessNamer: Go
There are some buggy solutions I can come up with. the best is probably make the bridge without impassable side rails and via triggers check if the unit entered the bridge from under or on the bridge. If the unit entered from "under the bridge" just modify hight on the unit passing under the bridge and force it via triggers not to go to the high grounds (will mess with unit AI) and change it back when leaving the bridge. Also with the unit walking on the bridge, force them not to go down to the low grounds via triggers (will also mess with unit AI). Haven't tried it though, but it should work.
This is what a swede would call a "Ful hack", meaning something along "making it work just barely by making it easy for oneself probably resulting in some unknown bugs".
Edit: You should take this to Trigger Development section
I find this subject somewhat funny, due to sc2 engine not being coded to allow this type of thing. Since RTS's like Command and Conquer : Tiberian Sun (1999) allowed dual layered pathways like this. SC2 needs to put some updates for us map makers because this would always make a map better, especially Defense maps haha
@38dedo: Go
That was by me in early beta, not a viable solution however and was done as an experiment(Video is no longer available, but one of the threads are over at http://forums.sc2mapster.com/development/map-development/3185-multi-plane/). My conclusion came to that, while it is possible it is way to bug-prone and tedious to setup.
This is a very intreguing problem. I am very tempted to try and find a solution, although I'm pretty sure I will end in a ball of flames.
Although possible to "fake" unit collisions enough for them to path over and under a bridge, don't expect the combat to work. I remember trying this a long time ago in War3 via a castle gate. You run into an issue with units being able to hit units directly under/above them. Even if you get past that? You have a bigger issue with ranged units, who's range often reaches beyond the layered zone they are standing in, and so can only hit units in the same zone as them (even though the enemy is standing just outside the bridge). It blows. It's possible to get them to walk through, or at least appear too, but when it comes to workable combat? It's a fail. be careful. I too would love to Blizzard add something for this. We're not asking much. I think they could make it easily work with cliff height recognition. A bridge on Cliff Height level 1, would register units standing on it, as 1 level up, thus wouldn't be reveals. Unit's below them would still be at 0. Units directly under them? Still 0, but out've LoS. Units at level 0 under the bridge? Couldn't see them anyway because the enemy is on a cliff (thus out've LoS to begin with). Just rig another flag for "underground" into the game so that Air Units couldn't spot units "under" an object and we're good to go! We could literally make multi-layered maps A LOT easier.
I always think that there is a way to "fake it" like some people said. Even if most people dont think it is possible.
So here is my "test" solution. I'm way not the best in the editor, I still begin with the editor (there is so much to learn...) But I think (with lots of time) I could make a marine pass over and under a bridge.
How? Using behavior. First you make the brige dont have any effect on the units. So you "can't" walk over. After, just in front of the bridge befor passing over, you make the unit get a behavior that change his heigh to the heigh of the bridge (after some test >.<). When he reach the other side, you make it come back to normal. So, the unit would have "pass" the bridge, but was technically flying. To make it pass under, you just let him pass under! It wont effect with the bridge.
I already see a problem comming up. How the marine will move over the cliff caus of the pathing? You could change that it fly or something. Make the behavior do the x,y,z effect so it works. I've never used behavior though. After this, it will be to test how the units under the bridge react (like while attacking) with units over the bridge. Again here, the behavior could be a solution.
Anyway, I never tryed behaviors but, I played alot with bridges and saw my marine jumping on the bridge on a side and comming back to the ground on the other side... etc.
So, could this work? Yes possibly, no caus of... I don't know... What do you think?
Working on projects:
It's certainly doable, it just requires a non-trivial amount of coding to support bridges (as you need to make semi-major changes to LoS, combat, pathing, etc.). There's a lot of optimizations and assumptions that are invalidated when you can no longer treat terrain as a 2D map...
@38dedo: Go
That was probably my asset. It was done via triggers and wasn't very ideal for most maps. Also the amount of polygons or units or something in that one area created like a -60 fps drop (when the camera was over it). Back then, maybe still, you couldn't turn the trigger on and off by the event of a unit entering a region, if that region was created on the fly. It's under Destructible bridge if your interested. Though, I would look at it and remake it If I was you. Would of been more efficient if you did it with buffs and did a trigger checking for it, rather than what I did which was checking distance from a buff of units and seeing if it was there. Well lots of better ways to go about it, and even save that massive fps drop. Such as making the units on the 1 edge, and then checking a bunch of points in between. The second problem would be the collision on the sides though. If it's important for you then it's basically useless. If you dont mind them walking off the sides, or sometimes being able to force themselves across, or not being able to automatically use smart move across the platform without walking to the sides, then it's fine. If there are blockers for units of a certain flying height then you could probably do that though. Thirdly, it had the problem of clicking and casting. Whenever you clicked it was on the ground below, so your clicking was quite off.
Found it. http://www.sc2mapster.com/assets/destructible-bridge/
The only way I would think of making this possible would be to put 2 regions along the sides of the bridge and whenever a unit enters 1 region it becomes a flying unit, ordered to move to the other region, and makes the unit unable to be commanded, then when it reaches the other region is restored to previous/normal state.
stand directly under AND over? Short answer: not possible Long answer: trigger a blink-like action when a unit enters a region on one side to insta-warp to the other side.
Two replies after me, and both did not bother to care about my answer. =(
2 above you reaper, 1 above you zeroame. Go at it. =O
@Skittles17: Go
it was too long, sorry :(
I'm pretty sure you can make a pathing blocked that blocks a specific movement type in this case we will say "air" (but you should make it unique if you can). make the bridge "nonexistent" so that the doodad is there, but units stand underneath it, then put unique pathing blockers for "air" on the walled sides of the bridge. Place reigons on either side of the upper part of the bridge, that change entering ground movement pathing to your unique "air" pathing, and change their current height to the height of the bridge. Make sure this unique pathing does not collide with the regular ground unit pathing. This will give units "crossing" the bridge the appearance that they are standing on it, as well as prohibit them from moving off the bridge from the walled sections. Upon entering the one of these reigons again with the unique pathing on, switch it back to the ground pathing.
In theory this would cause your bridge to function just how you want it to. It will take a little fine tuning, but the concept should work out.
Edit: yes I am aware this is a necro, but it might help those who went searching just like I did.