Staredit Network > Forums > SC1 Terrain > Topic: Ack. Height and vision.
Ack. Height and vision.
Apr 30 2010, 9:54 pm
By: Jesusfreak  

Apr 30 2010, 9:54 pm Jesusfreak Post #1



I'm trying to make a little ramp, part of which is made off of a doodad tile in the ruins section (tile number 1411 or 1490 to be exact). However, neither of these doodads seem to be able to be low ground, despite the fact that one of them is supposed to go on low (normal) ruins.

Am I doing something wrong while testing for vision, or do doodad tiles have different height properties than the terrain they're supposed to be placed on?



None.

Apr 30 2010, 10:20 pm DavidJCobb Post #2



Some doodads provide cover and that's actually controlled by giving them a different elevation, I think. Are you working with doodads known to provide cover?



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Apr 30 2010, 11:02 pm Jesusfreak Post #3



Which doodads provide cover?



None.

Apr 30 2010, 11:09 pm DavidJCobb Post #4



Not sure for Ruins, but if any of them do, it would be some or all of the ones with sprites that units can hide behind.



None.

Apr 30 2010, 11:18 pm Jesusfreak Post #5



What about the specific tile I mentioned in the OP? Here's a picture, with the specific tiles I'm using outlined in red:





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May 1 2010, 1:03 am CecilSunkure Post #6



You could try using a sprite of the that doodad and placing invincible neutral owned dark templars underneath it. You could also try using another doodad in it's place if that one's sprite is ugly.



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May 1 2010, 1:52 am Jesusfreak Post #7



Hmm, I found a different tile to do it with. I didn't really want to use the tile I'm using now since I'm kind of overusing it, but meh. The only real practical problem with it that I can see is now ultralists can't get through the thing =/.

EDIT: Ok, fixed. I think I'm done with this piece, at least.

And I learned something about doodads today! Huzzah! :D



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