I've been searching online for the past few days, along with testing out some maps to see if there's a simple method to accomplish this and I've been unable to come up with anything so far, and playing around in the editor i haven't been able to come up with a way that works quite how i would like. I'm also fairly new to the galaxy editor but was fairly competent with the SC1 editor so some the tricks i would use in then don't seem to translate well (unsurprisingly).
Okay, so i'm building this outdoor map environment where the player can run around in, and what i'm trying to accomplish is a player walks up to a building, then they go inside and can walk around in it. In the SC editor i would accomplish this by simply building the interior environment using cliffs in another part of the map, then use triggers to teleport the person from the outside building to the pseudo "inside building" giving the impression that they went inside of it.
Now in the galaxy editor this doesn't seem to be a viable method since i cant seem to make the walls (cliffs) narrow enough to give the impression its inside a small building with walls and rooms, like you could with SC1 editor. So my question is does anyone have any tips or methods on how i could go about accomplishing this?
Personally I would build out the interior of the structures in full size and leave an opening for a door. Then people can just walk into the "interior" seamlessly. For an extra layer of clarity, look into Lighting Regions so you could make the light darker/brighter/a different color in the "interior" parts.
Cliffs are the simplest method even if they are twice as thick as they were in SC1, but if you have more time to devote to it you can build interiors out of doodads. (Attached screenshot is entirely doodads, no cliffs involved. It's a bit more involved than cliffs as you'd also need to manually paint pathing and No Fly Zones/LOS Blockers around the walls. But it also lets you build with thinner walls.)
If you're set on using the classic "teleport to a corner of the map" method, I'd suggest looking into the Set Camera Bounds trigger. Can resize the player's minimap to only show the interior zone while he's inside, then revert to the full map when he leaves.
Thanks for the advice, i'll definitely look into that going in that direction. Being new to the galaxy editor when i'm doing something i tend to default to my previous experience with the old editor and just wasn't sure of other methods of tackling the situation. I may stick with the teleporting the player because space is limited and i'm sort of a fan of the old school "imagination filling in the blanks" mentality when approaching my designing.
I've been searching online for the past few days, along with testing out some maps to see if there's a simple method to accomplish this and I've been unable to come up with anything so far, and playing around in the editor i haven't been able to come up with a way that works quite how i would like. I'm also fairly new to the galaxy editor but was fairly competent with the SC1 editor so some the tricks i would use in then don't seem to translate well (unsurprisingly).
Okay, so i'm building this outdoor map environment where the player can run around in, and what i'm trying to accomplish is a player walks up to a building, then they go inside and can walk around in it. In the SC editor i would accomplish this by simply building the interior environment using cliffs in another part of the map, then use triggers to teleport the person from the outside building to the pseudo "inside building" giving the impression that they went inside of it.
Now in the galaxy editor this doesn't seem to be a viable method since i cant seem to make the walls (cliffs) narrow enough to give the impression its inside a small building with walls and rooms, like you could with SC1 editor. So my question is does anyone have any tips or methods on how i could go about accomplishing this?
@DotPsychogasm: Go
You could simply use doodads for walls, rather than cliffs.
Personally I would build out the interior of the structures in full size and leave an opening for a door. Then people can just walk into the "interior" seamlessly. For an extra layer of clarity, look into Lighting Regions so you could make the light darker/brighter/a different color in the "interior" parts.
Cliffs are the simplest method even if they are twice as thick as they were in SC1, but if you have more time to devote to it you can build interiors out of doodads. (Attached screenshot is entirely doodads, no cliffs involved. It's a bit more involved than cliffs as you'd also need to manually paint pathing and No Fly Zones/LOS Blockers around the walls. But it also lets you build with thinner walls.)
If you're set on using the classic "teleport to a corner of the map" method, I'd suggest looking into the Set Camera Bounds trigger. Can resize the player's minimap to only show the interior zone while he's inside, then revert to the full map when he leaves.
@Telthalion: Go
Thanks for the advice, i'll definitely look into that going in that direction. Being new to the galaxy editor when i'm doing something i tend to default to my previous experience with the old editor and just wasn't sure of other methods of tackling the situation. I may stick with the teleporting the player because space is limited and i'm sort of a fan of the old school "imagination filling in the blanks" mentality when approaching my designing.
Thanks again guys.
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@wargirlwargirl: Go
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