Due to the limited 3 ramps maximum on the default cliffs, I foregoed them and instead decided to just use the terrain editor. However if I use the doodad pathing and sight blockers, they go both ways, and you should be able to look down a cliff. Revealers are unlikely to work due to the complicated multilevel cliffs near one another. Directional sight blockers would work fairly.
Better would be sight blockers that only block units up to a certain height. Do we have this?
Footprints and other LoS blockers will always block the sight immediately behind them, at 180 degrees from the point the unit is positioned. And blockers only work in two dimensions (X, Y); or in fact, Z is infinitely large.
I'm thinking you will need to play with Revealers, e.g.:
Unit enters high ground area: "Create Revealer" for downhill area
Unit leaves high ground area: "Destroy Revealer" for downhill area
I see, you're suggesting the use of the blockers as I am currently doing, but then also creating revealers to allow vision for other areas.
Is there any way to make some units ignore the LoS blockers? That way I could also potentially place invisible units to go along with the unit that should have the vision.
I think we've had this question before and I think the answer is "it's not easily possible". You can do a lot with data editing, but there's no simple shortcut.
Due to the limited 3 ramps maximum on the default cliffs, I foregoed them and instead decided to just use the terrain editor. However if I use the doodad pathing and sight blockers, they go both ways, and you should be able to look down a cliff. Revealers are unlikely to work due to the complicated multilevel cliffs near one another. Directional sight blockers would work fairly.
Better would be sight blockers that only block units up to a certain height. Do we have this?
@Siaon: Go
Footprints and other LoS blockers will always block the sight immediately behind them, at 180 degrees from the point the unit is positioned. And blockers only work in two dimensions (X, Y); or in fact, Z is infinitely large.
I'm thinking you will need to play with Revealers, e.g.:
I see, you're suggesting the use of the blockers as I am currently doing, but then also creating revealers to allow vision for other areas.
Is there any way to make some units ignore the LoS blockers? That way I could also potentially place invisible units to go along with the unit that should have the vision.
I think we've had this question before and I think the answer is "it's not easily possible". You can do a lot with data editing, but there's no simple shortcut.
@Mozared: Go
Pity. You'd think they'd have directional LoS blockers.