Hello,
I guess that question has already been asked but after many researches I couldn't find any satisfying answer. Is there a good way to make a water system with water, ships and shores?
I feel like there's no clean way to do so :/
I would like to do something similar to wc3. Different levels of water : deep water and not deep water. Ships could move on any type of water and ground units could move where the water isn't deep. (Having not deep water gives me the possibility to make ports or bridges)
Edit : Actually I found a topic where someone gives a trick : using the colossus ability to make ships able to move on 2 terrain levels. But they could also move on ground then :S
Use the water that you like then look for the high tools on terrain. Play with making it deep then deeper to your liking. That will give the effect of lighter water and darker water. Play with the tool first to see how it does make sure is in the SLOW option until you get use to it.
The closest that you'll get to WC3-style water is probably this.
Apart from that I don't think there's any real way of making it since SC2 water is purely cosmetic and doesn't have a native pathing system for naval and amphibious units.
After much investigation it still does not appear to be possible to emulate WC3 water mechanics. There just are not enough pathing types which can be customized.
Thanks for your answers, all.
sgtnoobkilla, I've checked the map you linked. This system seems to work pretty well but I couldn't make shores & ports with it :/.
I can't believe that sc2 editor which is supposed to be very powerful doesn't have any water system.
I was thinking about adding mucus in water areas and add "Mucus : required" in ships movers. Setting mucus' opacity to 0% would be required. Could that work?
I can't believe that sc2 editor which is supposed to be very powerful doesn't have any water system.
Because it makes so much sense building Battleship and Aircraft Carrier boats when you have Battlecruiser and Carrier spaceships.
Quote:
I was thinking about adding mucus in water areas and add "Mucus : required" in ships movers. Setting mucus' opacity to 0% would be required. Could that work?
What is "mucus"? Also if you noticed, that field in Movers is for placement only, that is the problem since you cannot customize over what types of pathing you can move.
I originally thought of using no-burrow to represent water pathing and require that water units can only move on no-burrow. This works for placement, with them needing no-burrow to be placed but actual movement is still limited to ground movement and a few hard-coded varieties.
Did you mean like creep? have the water zones have invisible creep on the ground and give the ships zero off-creep movement speed? That should be possible. Although the pathing wouldn't handle that. For example if there is an island in the way the boat would not go around the island it would probably go in a straight line and then get stuck when it hits the land.
What about using cliffs? sure, you wouldn't be able to have land units and boats in the same terrain but you could still have ports and let units board boats just by being close to eachother.
You could combine both methods and use cliffs for the shores and have rivers/inlets where you have ramps so that boats can travel on them AND ground units could travel on them. Boats would not be able to leave the water due to zero off-creep movement and you don't have to worry about pathing because it will not go into these areas unless told to do so explicitely. But then you have to have a way to prevent the ground units from entering the deep water.
Hey,
Yes I think I meant creep (if it's the special zerg terrain type). Actually I don't know the word in english.
But as ImprerialGood said, I think it's not possible to set an unit's movement speed to 0 on creep terrain. At least I haven't found how to do it yet. (Can't put a negative value in the field Speed Bonus On Mucus in the data editor)
If you do not allow amphibious movement you can use the walled approach where water areas are separate pools of ground pathing from ground movement. You then place no-burrow around the edges (shore) and make a "Water" mover for ships which requires no-burrow for placement. You can then build shipyards near the coast (possibly with more no-burrow on the land areas that are appropriate) and built ships will be displaced into the water area. As the two pools are separate, ships should never be able to get onto land and land units should never be able to get into water. All land units exclude no-burrow during placement for safety.
If you have teleport, knockback or other mechanics which could allow a unit to escape their land or water ground pathing pool you can add extra checks such as every minute checking if a unit can reach a water point or land point, and if they cannot reach their appropriate one either killing them (drowned, wrecked on land) or moving them to a safe known appropriate location (recovery from failure situation).
Yes, at the moment thats how my map works. But I need amphibious movement :P. There won't be any teleport spell or thing like that.
It seems like no new system was added in lotv :/
If there was a way to make a ground unit able to walk on the path no pathing (that you add in the terrain editor), it would solve my problems. But I can't find how to do this.
Or if it was possible to make precise no air unit zones, I could create a water system.
One way i found useful was using creep as the shallow water areas.
There is a way to make creep completely transparent by renaming its default texture.
I did it on my one map but i cant remember how and i have stopped working on it right now it needs an overhaul.
Then to allow ports to be built you just specify only built on creep.
Then make all your ships flying units that follow the water height.
There is a sightOp you can add that makes anything follow whatever is higher water or ground.
Make the deep areas a lower cliff level to prevent units from walking into it
And then add No ground pathing in the lower level
If no flying units exist in your map then you could outline your shore areas with no fly zone pathing.
(I think it exists maybe im wrong or go the burrow root.)
If no flying units exist in your map then you could outline your shore areas with no fly zone pathing. (I think it exists maybe im wrong or go the burrow root.)
Flying does not have a pathing layer. It uses area blockers instead, usually in the form of circular barriers. It will not path around these barriers which can be a pain for players.
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Hello, I guess that question has already been asked but after many researches I couldn't find any satisfying answer. Is there a good way to make a water system with water, ships and shores? I feel like there's no clean way to do so :/
What exactly are you trying to do. Maybe some sketches or screenshots will help.
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Spread the love join DISCORD
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I would like to do something similar to wc3. Different levels of water : deep water and not deep water. Ships could move on any type of water and ground units could move where the water isn't deep. (Having not deep water gives me the possibility to make ports or bridges)
Here you see both types of water : http://www.google.fr/imgres?imgurl=http%3A%2F%2Fmedia.moddb.com%2Fimages%2Fmods%2F1%2F28%2F27592%2F63.png&imgrefurl=http%3A%2F%2Fwww.moddb.com%2Fmods%2Fwc3r%2Fimages%2Fnew-water-textures&h=827&w=1128&tbnid=bwV1_O9JNLnACM%3A&docid=ZnHO9nybV5aCiM&ei=FIs6Vtn0GYaxaf22jPAP&tbm=isch&iact=rc&uact=3&dur=907&page=4&start=92&ndsp=26&ved=0CMwCEK0DMGJqFQoTCNnOweXs98gCFYZYGgodfRsD_g
Deep water is more dark
Edit : Actually I found a topic where someone gives a trick : using the colossus ability to make ships able to move on 2 terrain levels. But they could also move on ground then :S
Use the water that you like then look for the high tools on terrain. Play with making it deep then deeper to your liking. That will give the effect of lighter water and darker water. Play with the tool first to see how it does make sure is in the SLOW option until you get use to it.
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su
The closest that you'll get to WC3-style water is probably this.
Apart from that I don't think there's any real way of making it since SC2 water is purely cosmetic and doesn't have a native pathing system for naval and amphibious units.
After much investigation it still does not appear to be possible to emulate WC3 water mechanics. There just are not enough pathing types which can be customized.
Thanks for your answers, all. sgtnoobkilla, I've checked the map you linked. This system seems to work pretty well but I couldn't make shores & ports with it :/. I can't believe that sc2 editor which is supposed to be very powerful doesn't have any water system.
I was thinking about adding mucus in water areas and add "Mucus : required" in ships movers. Setting mucus' opacity to 0% would be required. Could that work?
Because it makes so much sense building Battleship and Aircraft Carrier boats when you have Battlecruiser and Carrier spaceships.
What is "mucus"? Also if you noticed, that field in Movers is for placement only, that is the problem since you cannot customize over what types of pathing you can move.
I originally thought of using no-burrow to represent water pathing and require that water units can only move on no-burrow. This works for placement, with them needing no-burrow to be placed but actual movement is still limited to ground movement and a few hard-coded varieties.
Aww, I really need ships in my map :/ I guess I'll just wait for the new extension and hope they'll add a new system for it.
@SapeurGoblin: Go
Did you mean like creep? have the water zones have invisible creep on the ground and give the ships zero off-creep movement speed? That should be possible. Although the pathing wouldn't handle that. For example if there is an island in the way the boat would not go around the island it would probably go in a straight line and then get stuck when it hits the land.
What about using cliffs? sure, you wouldn't be able to have land units and boats in the same terrain but you could still have ports and let units board boats just by being close to eachother.
You could combine both methods and use cliffs for the shores and have rivers/inlets where you have ramps so that boats can travel on them AND ground units could travel on them. Boats would not be able to leave the water due to zero off-creep movement and you don't have to worry about pathing because it will not go into these areas unless told to do so explicitely. But then you have to have a way to prevent the ground units from entering the deep water.
Hey, Yes I think I meant creep (if it's the special zerg terrain type). Actually I don't know the word in english. But as ImprerialGood said, I think it's not possible to set an unit's movement speed to 0 on creep terrain. At least I haven't found how to do it yet. (Can't put a negative value in the field Speed Bonus On Mucus in the data editor)
If you do not allow amphibious movement you can use the walled approach where water areas are separate pools of ground pathing from ground movement. You then place no-burrow around the edges (shore) and make a "Water" mover for ships which requires no-burrow for placement. You can then build shipyards near the coast (possibly with more no-burrow on the land areas that are appropriate) and built ships will be displaced into the water area. As the two pools are separate, ships should never be able to get onto land and land units should never be able to get into water. All land units exclude no-burrow during placement for safety.
If you have teleport, knockback or other mechanics which could allow a unit to escape their land or water ground pathing pool you can add extra checks such as every minute checking if a unit can reach a water point or land point, and if they cannot reach their appropriate one either killing them (drowned, wrecked on land) or moving them to a safe known appropriate location (recovery from failure situation).
Yes, at the moment thats how my map works. But I need amphibious movement :P. There won't be any teleport spell or thing like that. It seems like no new system was added in lotv :/
If there was a way to make a ground unit able to walk on the path no pathing (that you add in the terrain editor), it would solve my problems. But I can't find how to do this. Or if it was possible to make precise no air unit zones, I could create a water system.
One way i found useful was using creep as the shallow water areas.
There is a way to make creep completely transparent by renaming its default texture.
I did it on my one map but i cant remember how and i have stopped working on it right now it needs an overhaul.
Then to allow ports to be built you just specify only built on creep.
Then make all your ships flying units that follow the water height.
There is a sightOp you can add that makes anything follow whatever is higher water or ground.
Make the deep areas a lower cliff level to prevent units from walking into it
And then add No ground pathing in the lower level
If no flying units exist in your map then you could outline your shore areas with no fly zone pathing. (I think it exists maybe im wrong or go the burrow root.)
Just some thoughts!
Flying does not have a pathing layer. It uses area blockers instead, usually in the form of circular barriers. It will not path around these barriers which can be a pain for players.