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Can doodads block vision?

  • 8 posts
    #1 Dec 16, 2012 at 10:24 UTC - 0 likes

    If so, can you make it so they dynamically still block vision so they appropriately gauge when I've played with the dimensions?

    #2 Dec 16, 2012 at 10:51 UTC - 0 likes

    I'm not quite sure what you are asking for but if you meant hat doodads can block vision as though fog of war will be on side B of it if you are standing with a unit on side A.

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    #3 Dec 16, 2012 at 11:06 UTC - 0 likes

    @Bilxor: Go

    Are you asking if it's possible to make doodad block vision based on area it covers after you scale it? If so, vision blocking is one of those things that are defined in footprints, so you'll need to make a duplicate doodad with a footprint that is manually adjusted to match the scale.

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    #4 Dec 16, 2012 at 11:17 UTC - 0 likes

    @DuckyTheDuck: Go

    Yes that is what I'm asking. I want the doodad to block line-of-sight vision, like a cliff face does. I found the footprint but this seems like just the pathable area it takes up, not the vision it blocks. I guess my question is now answered, but now I'm wondering: how do you make something with a footprint, like a building, block vision?

    #5 Dec 16, 2012 at 11:30 UTC - 0 likes

    @Bilxor: Go

    Have you checked LOS blockers? I think "Pathing and Sight Blocker 2x2 Doodad" is what you're looking for. Go to its footprint, "placement apply" layer, click define sets, you'll see that set 1&2 got checked checkebox for "Block vision". And you can mark which squares use which set.

    #6 Dec 16, 2012 at 13:30 UTC - 0 likes

    @DuckyTheDuck: Go

    Struggling... what is the point of different sets? Also, I have the pathing figured out, as in how to make a unique stamp that units can't walk through. I just don't know how to make it so the vision through the actor is exactly fitted to the pathability of it. These purple squares are vision, right? Why can't I make them diagonal like the pathing and am forced to use full squares?

    Last edited Dec 16, 2012 by Bilxor
    #7 Dec 16, 2012 at 13:42 UTC - 0 likes

    @Bilxor: Go

    Also, it seems that the footprints don't rotate along with the doodads themselves when I rotate them in the editor then place them in the map? is there a way around this?

    #8 Dec 16, 2012 at 13:59 UTC - 0 likes
    Quote from Bilxor: Go

    what is the point of different sets?

    Probaby when you want to make some madness like a footprint that for example blocks creep in 6x6 square, and you want it have its contour block buildings, while inner 5x5 area would allow them. To do that you'd have set 1 be 6x6 squares with "No Creep", set 2 wold have contour marked with "no build". It's a horrible example, but I haven't had the need to work with footprints yet, so no experience in creating awesome useful footprints on me.

    About squares, I'm afraid that it's how it is, you can only work with these 1x1 squares, no less.

    Quote from Bilxor: Go

    Also, it seems that the footprints don't rotate along with the doodads themselves when I rotate them in the editor then place them in the map? is there a way around this?

    That is true as well, if they would rotate making pathable differently angled bridges would be less of a pain :D

  • 8 posts

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