I made my terrain from terrain deformation actors. This is done with triggers at map initialization. These "walls" are not very deterring, however! I have realised that despite the almost-vertical slope, units can simply walk over it.
You could place all over your raised regions doodads with 1x1 footprints that raise cliff height. I'm not sure what the real consequences are, but I think simply using path blockers wont get you all the terrain height effects.
wow, i didn't know there were doodads that raise cliff height! I'm going to look into this. @acid: The dungeon needs to be generated randomly each game, so having them pre-built won't work.
@TheDestroyer01: Go Too bad the doodads didnt work. Well, that was worth a try. Pathing Blockers are doodads that block path wehre they are placed. I think there are different sizes in the editor already. You could use triggers to place them where they're needed. But that's the only thing they will do, your units will still behave as if they dealing with the same cliff height, this includes vision, pylon power, and so on.
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I made my terrain from terrain deformation actors. This is done with triggers at map initialization. These "walls" are not very deterring, however! I have realised that despite the almost-vertical slope, units can simply walk over it.
Screenshot:
Is there a way to fix this? I'm stumped.
Either paint some pathing blockers over all of your cliffs or remake the cliffs with real cliffs. Cliffs.
You could place all over your raised regions doodads with 1x1 footprints that raise cliff height. I'm not sure what the real consequences are, but I think simply using path blockers wont get you all the terrain height effects.
wow, i didn't know there were doodads that raise cliff height! I'm going to look into this.
@acid: The dungeon needs to be generated randomly each game, so having them pre-built won't work.
After looking around, I did see the "boosted cliff level" option, but this actually boosts the clifflevel of the doodad and not the terrain itself.
Filcher, you mentioned pathing blockers. How would I go about implementing those?
@TheDestroyer01: Go Too bad the doodads didnt work. Well, that was worth a try. Pathing Blockers are doodads that block path wehre they are placed. I think there are different sizes in the editor already. You could use triggers to place them where they're needed. But that's the only thing they will do, your units will still behave as if they dealing with the same cliff height, this includes vision, pylon power, and so on.