I have a problem: as you see in the screenshot in the link, there's upper fortress (the cliff) where is taking place the gameplay, and the lower layer where there is a battle BUT this is only the background to the mission (those protoss lower are neutral). The lower layer, away, is inactive (just like on Blizzard's meele maps) and I have a serious problem - units now do not want to actively work - logically - because it is inactive layer (on the maps Blizzard there are possibly only decorations , doodads - I think you know what I mean :). So the question: what to do there that individuals could move like ordinary units at playable parts? Is there a feature (in date editor) or maybe a script that will allow this? Warn that "ignore arrangement" makes pretty funny effects - part of my unit is running, some not, some runs on the cliffs, etc.. So it's probably not it. Do you know some resolution? Please, help me! :)
Ps. At the moment this map have fakes cliffs (not using option "modify map height") and it works (because the lower layer is just an active layer of gameplay) but the terrain is so distorted that many tester said I should do something about this. The present effect could be see here: http://www.sc2mapster.com/maps/proditor-campaign/files/29-episode-i-the-collapse/ - i want the same effect but without this cliff distoration (fake cliffs)
It was quite hard figuring out what you want to do, but i think i got it from your post in the Newbie Wednesday thread; All i think you have to do is paint the inactive areas with ground pathing (Press H) i think that will allow units to move around and attack down there.
So, the situation is - yes, it works! :) But only for units... Look here please:
As you can see, the cannon is blowing far above the ground (especially it could be seen on this to the left of the view)! :)
I was trying to manipulate "Set Height Field" because usually that effect appears when it's too high - but higher or lower - there's no difference. So I think the problem is still in the layaer of level -1. The "Ignore location" options doesn't work too. Maybe you have some idea about it? :)
But great thanks for the unit! It's a big step! :D Thanks for your advice!
I tried to recreate this and didn't experience what you described (See pic) maybe try and replace or just uncheck the "Ignore Placement Requirements" on all your buildings.
Was trying to uncheck (they're uncheck, but also don't work when checked) and to replace... but maybe it's a problem with height field now. I'll check it and report to you. :)
Problem solved I think! It was in data editor in DeathModel. i just replaced it with DeathModel from Nexus and now it works! :) Thank you very much for your help! You're irreplaceable!
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I have a problem: as you see in the screenshot in the link, there's upper fortress (the cliff) where is taking place the gameplay, and the lower layer where there is a battle BUT this is only the background to the mission (those protoss lower are neutral). The lower layer, away, is inactive (just like on Blizzard's meele maps) and I have a serious problem - units now do not want to actively work - logically - because it is inactive layer (on the maps Blizzard there are possibly only decorations , doodads - I think you know what I mean :). So the question: what to do there that individuals could move like ordinary units at playable parts? Is there a feature (in date editor) or maybe a script that will allow this? Warn that "ignore arrangement" makes pretty funny effects - part of my unit is running, some not, some runs on the cliffs, etc.. So it's probably not it. Do you know some resolution? Please, help me! :)
Ps. At the moment this map have fakes cliffs (not using option "modify map height") and it works (because the lower layer is just an active layer of gameplay) but the terrain is so distorted that many tester said I should do something about this. The present effect could be see here: http://www.sc2mapster.com/maps/proditor-campaign/files/29-episode-i-the-collapse/ - i want the same effect but without this cliff distoration (fake cliffs)
Maybe it's just an option to activate the lower cliff layer = level -1?
@nimbusqwe: Go
It was quite hard figuring out what you want to do, but i think i got it from your post in the Newbie Wednesday thread; All i think you have to do is paint the inactive areas with ground pathing (Press H) i think that will allow units to move around and attack down there.
@SheogorathSC: Go
Ok. I'll try. :) Give me a sec.
@SheogorathSC: Go
So, the situation is - yes, it works! :) But only for units... Look here please:
As you can see, the cannon is blowing far above the ground (especially it could be seen on this to the left of the view)! :)
I was trying to manipulate "Set Height Field" because usually that effect appears when it's too high - but higher or lower - there's no difference. So I think the problem is still in the layaer of level -1. The "Ignore location" options doesn't work too. Maybe you have some idea about it? :)
But great thanks for the unit! It's a big step! :D Thanks for your advice!
I tried to recreate this and didn't experience what you described (See pic) maybe try and replace or just uncheck the "Ignore Placement Requirements" on all your buildings.
@SheogorathSC: Go
Was trying to uncheck (they're uncheck, but also don't work when checked) and to replace... but maybe it's a problem with height field now. I'll check it and report to you. :)
@SheogorathSC: Go
I've got a little clue to this... the Nexus is destroying itself properly! :) So I need to find a diference between him and canoons and pylons...
@nimbusqwe: Go
Problem solved I think! It was in data editor in DeathModel. i just replaced it with DeathModel from Nexus and now it works! :) Thank you very much for your help! You're irreplaceable!