SteakHead
  • SteakHead
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14 years ago
So I've been working on my first map which is a tower-defense style map but I've ran into some issues...

Issue 1: The cliffs are not automatically impassable, how does one enable this without having to manually click everything which tends to cause issues with buildable areas?

Issue 2: The walkway followed by the enemy team is surrounded with a polygon shift trigger area called Path Area 2. There is a script that references it which states that the area is impassable to the human player, however a sickle is capable of jumping into the middle of the area. The only "fix" to this is to make the area kill instantly but that'd be a bit adverse, and Derodor's map didn't have this issue.

Issue 3: When I try to apply a texture to items with a slope between 10 and 70 (i.e. cliffs exclusively as it's tower defense, not much in terms of mountains other than the path followed), it paints the outline of the height map but slightly offset for some odd reason.

Any advice or help or points to the right direction would be greatly appreciated!
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Gren
  • Gren
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14 years ago
Issue 1.. The cliffs I make usually are made automatically impassible.. are you creating cliffs by using Cliff Objects, or are you using the old method of applying a texture to raised terrain?

You can also re-enforce your impassible areas by using the impassibility tools in the texture dialogue controls..

Issue 2.. I really don't have any idea what you are referring to here.. perhaps another player can help you with this.. I've never come across it.. sorry.

Issue 3.. This may be relevant for you: A problem has been recently identified with the "Apply to Tiles" utility in the Texture controls.. it seems that the area is painted off-set by an amount set by the terrain height.. it will not prevent you from applying texture though.. just a little slower I guess.

HTH.
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SteakHead
  • SteakHead
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14 years ago
Cheers for the help mate.

To reference the second issue again:

In a tower defense map all players are on top of a bunch of raised platforms while enemy units appear in a sort of lower section of the map.
http://gamingtags.com/wp-content/uploads/2008/02/battle-td.jpg 
This is a picture that sort of gives the idea.

Now the dirt paths are meant to be impassable for any ground units so I've inserted the relevant script to do this but whenever I go ingame the sickles are still capable of jumping into it or the bullfrogs still capable of deploying, so I tried splitting it into Area 1 and Area 2, but this time Area 2 was impassable, area 1 was not.

Quite frustrating! ):
Drummin
14 years ago
The Terrain Tile Tool allows you to paint impassible terrain so you should be able to "paint" these roads using this tool with the setting Passablity/Impassible.
SteakHead
  • SteakHead
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14 years ago
Ah but wouldn't that render it impassable to the AI as well?
Drummin
14 years ago
Have you looked into that? I think you can block just human players or all players.
SteakHead
  • SteakHead
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14 years ago
Yeah there is something for impassable to players, I'll attempt this and see how it works. It's quite frustrating to have to paint the entire thing though. Just wish the darn script would work.
SteakHead
  • SteakHead
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14 years ago
On another note, does anyone know why random polygon appears sometimes when I press Ctrl I to display passable/impassable areas?


EDIT:
Gave the map a test by using the texture based Player-Impassable.

Just one issue:
With the trigger-area based impassable script, sickles were unable to hop into it. Now unfortunately they can hop in but just can't move whatsoever.

I need something to prevent them from even hopping into it otherwise I'll just have to disable them outright.
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