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    posted a message on Pathing Blocker Problems

    Hey, I'm trying to make a custom "Dynamic Pathing Blocker 1x1" that also blocks buildings, creep, and air units.

    I'm also trying to decrease the same Blocker's radius by just a tiny bit to make it more like the Pathing Blocker 1x1 Doodad (for some reason even though they're 1x1 they don't have the same radius).

    Any help with either of these would be awesome, spent hours trying to figure this out! Thanks!

    Posted in: Miscellaneous Development
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    posted a message on Unsure if these are possible...

    @admo: Go

    Wow thanks, yeah the "Environment Show" function does the trick perfectly! Also, good idea with that campaign level. Definitely gonna look into that.

    Posted in: Miscellaneous Development
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    posted a message on Unsure if these are possible...

    Just curious if any of this stuff is possible:

    • Using triggers to change terrain textures.
    • Using triggers to change cliff height and/or terrain height.
    • Anyway to show/hide large amounts of doodads/units without bogging down the code by constantly repeating the Show/Hide Action over and over and over.

    I've been spending countless hours trying to figure out if these are doable. Any kind of answer would be much appreciated!

    Posted in: Miscellaneous Development
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    posted a message on Are there any new working bridges?

    @PoisonHunter: Go

    There's an energy bridge, a few normal human bridges, and a smoke bridge in the editor. They probably work but I haven't been able to test them because the campaign dependencies keep crashing everything for me.

    Posted in: Artist Tavern
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    posted a message on Show/Hide Doodads & Units Help

    Thanks for the response. Yeah, I was doing that for awhile but I'm looking for something similar to Heral's Dungeon Map but instead of it being random there would be an option in the beginning saying "Game A" or "Game B". Both would have a distinct and different layout and would occupy the same space.

    Posted in: Miscellaneous Development
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    posted a message on Show/Hide Doodads & Units Help

    Is there any way to hide say everything on the map (doodads and units), then through triggers reveal select parts (or vice versa: hide select parts)?

    Or is it possible to show/hide highlighted unit groups without bogging down the triggers?

    The reason I'm asking is because I'm trying to have a few different games occupying the same space.

    Thanks in advance!

    Posted in: Miscellaneous Development
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