Not the actual problem. It's really about the cliffs system...
I don't know if there is an easy solution about that. I suggest you try using the editor vision to show the vision of the units of a specefic player and try to find a solution...
Terrain objects actually spawn cliffs when trying to place it, so not a solution as well...
However I found this field in the data editor for a unit:
(Basic) Stats: Vision Height^ 0
When you change that value to like 30, the unit will be able to see up cliffs therefore it will be able to see up the lowest ground....but it will be able to see through the other normal height as well, so not a complete solution.
I can't seem to find the field you are refering to on the footprint?
It's a flag that you can set in the footprint editor in the Placement Apply layer. It applies to every square of the build grid where the footprint is painted with that set (in the example below it's pale blue).
Also, how would I place the doodads afterwards? Can I do it on the invisible platform I'm using?
I don't know what invisible platform you're talking about. All you should need is the doodad with the properly configured footprint and cliff boost level on the actor.
It's a flag that you can set in the footprint editor in the Placement Apply layer. It applies to every square of the build grid where the footprint is painted with that set (in the example below it's pale blue).
I don't know what invisible platform you're talking about. All you should need is the doodad with the properly configured footprint and cliff boost level on the actor.
Ok, thanks a lot! I'll look into this as soon as I get the time.
I have a part of my map on cliff level 0 with doodads as a bridge.
Ingame the units vision get blocked by the cliff:
How can I make the doodad part act as being on the same cliff level and not block the vision?
@Demtrod: Go
Check out the existing bridges in the game (like this ice bridge) and study and/or copy those
@GalaxyCross: Go
Not the actual problem. It's really about the cliffs system...
I don't know if there is an easy solution about that. I suggest you try using the editor vision to show the vision of the units of a specefic player and try to find a solution...
Working on projects:
i hink you might need to use a terrain object brodghe for that.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
@Alevice: Go
Terrain objects actually spawn cliffs when trying to place it, so not a solution as well...
However I found this field in the data editor for a unit:
(Basic) Stats: Vision Height^ 0
When you change that value to like 30, the unit will be able to see up cliffs therefore it will be able to see up the lowest ground....but it will be able to see through the other normal height as well, so not a complete solution.
Working on projects:
On the doodad actor, set the (Basic) Actor: Boosted Cliff Level to 1.
Then on the doodad's footprint, enable the Boost Cliff flag on the Placement Apply layer where you want the cliff level to be raised.
That's basically how you make bridges and custom cliffs/walls.
Check out the for a cool example of how this can be used.
I can't seem to find the field you are refering to on the footprint?
Also, how would I place the doodads afterwards? Can I do it on the invisible platform I'm using?
It's a flag that you can set in the footprint editor in the Placement Apply layer. It applies to every square of the build grid where the footprint is painted with that set (in the example below it's pale blue).
I don't know what invisible platform you're talking about. All you should need is the doodad with the properly configured footprint and cliff boost level on the actor.
Ok, thanks a lot! I'll look into this as soon as I get the time.
@temhawk: Go
That's good to know! Thanks for the info.
Working on projects: