I don't know if anyone has figured this one out, So if no one has allow me to be the first to point it out. Otherwise Ignore this post.
As many of you know already, there are models of buildings that look enterable, but are doodads and thus have no footprint (ie you can pass through them). From the maps I have seen so far, mapmakers surround the buildings with Path Blockers. While there is nothing really wrong with that, you have to put down a lot of them. While I was fiddling around with a Zombie Map I am working on I tried to make a building that had the following characteristics:
1. was destructible
2. could be freely moved about in
3. could build inside of.
4. could be closed off, thus turning it into a base.
During my work I stumbled across the answer, by redoing the footprint of the destructible I was using (which was the Large Garage). It took me a few minutes to get it right, but Now I have created a building that fits all my requirements, without using any triggers and minimal alterations.
The answer lays in the Footprint's Layers:
When Editing a footprints "Layer +" and "Shape +" go to both the "Placement apply" and "Placement Check" layers (after selecting the proper model of your building) and click on the spots you want to free up (in my case it was a 3x4 section of the 5x5 building).
For the Pathing Layer select the Unpathable terrain value and choose Small or Tiny Resolution. Then Simply draw a line around the edges of the building that fits with the Placement layers. As far as I am aware only the Unpathable Terrain value must be used.
Click OK , then BAM! you are almost done. All that is left to do is to set the status flags of the structure you are using as your subject to Unselectable and Untargetable.
There may be some other things you might want to change or Tweek that I have not thought of and it may take a few tries to get the footprint right, but at least it is a start.
Holy hell. I can freakin' walk inside it now!
Haha! Thanks so much dude!
But now... to make it fade slightly when you have a unit inside?
Oh one more question, when doing the placement apply/check, is there a way to ADD purple squares? With some of the doodads and things, there aren't purple squares where there is OBVIOUSLY building. Wait.. maybe that doesn't matter all that much....
Hey, I know this post is old, but if you look into your model objects for your building (destructible) you will see the "Occlusion" field, which if set to Hide, will cause the model to turn translucent while a model (with this field set to Show) is behind it.
I'd just like to say that for some reason I couldn't get redpand's occlusion thing to work, but found out how to do something I think is even better. It is possible to create an actor event where a unit fades slightly when you hover your mouse over it.
Just create a new event under the Events+ section of the actor for the unit (it's called something like Unit is Highlighted for this particular example, but you could use other events and keep the same effect - e.g. clicking a unit rather than highlighting it, or possibly even having it change as a unit moves near/inside it) and then use Set Opacity as the effect and make the opacity some number between 0 and 1 (I did 0.25, but that might be a bit too low for some).
Considering he last logged on in early november last year and your post was over a year since the last one, I doubt it.
That's a fairly unhelpful post.
While it would take some time, anyone could learn how to do this, repeat the process and then create a video of the result. He wasn't asking the OP to make the video, merely anyone with the time and tools to do so.
Also, there really isn't a reason to log in if you don't post or ignore PMs. I see lots of members with <20 posts. So if he hasn't posted in a while it will lead you to believe he hasn't been here in a while.