So I know this question has been asked before, but it hasn't been addressed for years and I was wondering if anybody has found a good solution yet. How do I make it so my units can build on the corners of cliffs? I know I can paint a ground texture on the corners and it will work, but my units will bug out and be able to walk on the sides of the cliffs at that corner during game.
Is there a solution that works without having units walk down the corners? Maybe a custom terrain cliff mesh?
You could use the paint ground method and stop the units falling down with a walkable thing (similar to how bridges are walkable). This could be made with the appearance of a overhanging platform to make the top of the cliff are more square than cliffs naturally allow.
Great suggestion! I put slayn ramps on each corner and then set the "Visible to" option to all and the visible to opacity to 0 and now the stairs are there in each corner, solve the issue, and are invisible!
It looks a little dumb in the editor, but it fixes the problem.
So I know this question has been asked before, but it hasn't been addressed for years and I was wondering if anybody has found a good solution yet. How do I make it so my units can build on the corners of cliffs? I know I can paint a ground texture on the corners and it will work, but my units will bug out and be able to walk on the sides of the cliffs at that corner during game.
Is there a solution that works without having units walk down the corners? Maybe a custom terrain cliff mesh?
You could use the paint ground method and stop the units falling down with a walkable thing (similar to how bridges are walkable). This could be made with the appearance of a overhanging platform to make the top of the cliff are more square than cliffs naturally allow.
@ImperialGood: Go
Great suggestion! I put slayn ramps on each corner and then set the "Visible to" option to all and the visible to opacity to 0 and now the stairs are there in each corner, solve the issue, and are invisible!
It looks a little dumb in the editor, but it fixes the problem.