how can you change the terrain height with doodads, im making a movie and a guy fight against an big big big big biiiiig robot so it would be cool if the robot walks the terrain goes one cliff lower on the place where his foot lands.
The only options you have to play with terrain in regards to triggers would be to show or hide the terrain. I didn't quiet understand what you were trying to do with the robot. Are you trying to make him a cliff walker in a way?
I think he wants to create a hole, using cliff levels, for the "footprints" of the king kong robot.
...and no, as far as I know.. don't think it's possible either.
A work around... maybe. Since it's a cinematic and I assume it's the same each time. Maybe you could create the holes with the map, and cover them with map textured doodads.
You could make square regions with a point in the very center of them. The point spawns a Purifier Beam blast mark doodad facing 270, and the region hides terrain cells in that area. The blast mark Z scale should be set to 10 for a proper look.
how can you change the terrain height with doodads, im making a movie and a guy fight against an big big big big biiiiig robot so it would be cool if the robot walks the terrain goes one cliff lower on the place where his foot lands.
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@thommiej:
The only options you have to play with terrain in regards to triggers would be to show or hide the terrain. I didn't quiet understand what you were trying to do with the robot. Are you trying to make him a cliff walker in a way?
I think he wants to create a hole, using cliff levels, for the "footprints" of the king kong robot.
...and no, as far as I know.. don't think it's possible either.
A work around... maybe. Since it's a cinematic and I assume it's the same each time. Maybe you could create the holes with the map, and cover them with map textured doodads.
@thommiej: Go
Look at terran building construction.
Those units have terrain modifiers.
You could make square regions with a point in the very center of them. The point spawns a Purifier Beam blast mark doodad facing 270, and the region hides terrain cells in that area. The blast mark Z scale should be set to 10 for a proper look.
there is somewhere on the forum an tutorial about spells that modifies the terrain. I'm sure you can apply those to your problem.