Unwalkable Tile

swe_suffer

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Question:

Is there a way to turn off walkability for a tile? (Without replace the abyss texture?)
 
why mix with the tiles when you can use boundary?


EDIT
but if you want it here you go
Code:
E
C
(Temppoint) equals to northrend - ice
A
set Temppoint = (position of picked unit)
Unit - Kill picked player
something like that
 
I guess the easiest way is to just place blocker doodads...

you can just have that trigger i posted, ill fix it up a bit :S

Code:
E
C
A
If (conditions are true) then do (then actions) else do (else actions)
    If - Conditions
      (terrain-type at Temppoint equal to Deathterrain
      ((Picked unit) is alive) equal to true)
     Then - action
     Unit - Kill (picked unit)
 
Well you see, Im making cliffs (with raise tool) and since some sides are to strait to be climbable I dont want the units to simply walk them. (and you aren't suposed to die on them :O)

Doodads is good, only the limit and the time and effort it takes.

(...)Thanks anyway.
 
"Unit - Kill picked player" :O That's odd isn't it.

"Doodads is good, only the limit and the time and effort it takes."
You can make your own pathing blocker that has a different size (like using the Town Hall size). That way you speed up things (btw don't forget the shift key).
 
Offtopic:
If you use it a lot that's ... :O Using "Player" makes me get the feeling that the players computer screens gets a shotgun and shoots the player. That's what Kill Player means XD
Ontopic:
You could use the Abyss but create your own tile under the Abyss' name that looks like a cliff tile or something.
 
Well I supose i must do that, well just start right away..

Quauhtli said:
If you use it a lot that's ... :O Using "Player" makes me get the feeling that the players computer screens gets a shotgun and shoots the player. That's what Kill Player means XD

lolz(...)
 
Code:
Event

Condidtion
-(Temppoint) equals to Northrend - ice
A
set Temppoint = (position of picked unit)
Unit - Issue Order Stop
Unit - Move Instantly temppoint -100

Sorry if the codings rough, i havent been in WE in ages
 
only problem is the uinits movement, it will order the uit to stop, and I want it to move around the tile.
I think i must replace the abyss anyway :(
 
not really that odd, iv been making alot of mazes, im kinda use to it ;)
He wants the tile un-walkable not make you die, though...

BlackNerubia's trigger should work..

Whats wrong with pathing blockers? Well... I suppose you would have to place them around every single spot with that terrian wich would be a pain..
 
Whats wrong with pathing blockers? Well... I suppose you would have to place them around every single spot with that terrian wich would be a pain..

Exactly! + they take doodad slot and takes time to load on startup/game load.

---EDIT DUE NO DUBBLE POST!---
Zomg, the abyss tile cant be replaced, GRAH! (don't work for me)
 
Wait wait wait!!!
This allows you to customize tiles slightly, such as what kind of pathing they have, if footprints appear, ect. If you're new to this, the variable names might be confusing.

1: use an mpq viewer (I use WinMPQ) and open war3.mpq
2: find TerrainArt\Terrain.slk
3: export
4: Download the file fround at the bottom of this post, extract, and use SlkEditor found in it.
5: open terrain.slk and modify in the ways you like (look at weather.slk also, it can really add alot to your game with new weather)
6: save slk
7: import into your map (full path: TerrainArt\Terrain.slk)
8: save and test out your game


Once again, check out this tutorial on modifying wc3 weather, I can't go back after doing it myself. http://clanbom.net/forum/viewtopic.php?f=15&t=300
 
i believe there is another way to do it thats alot easier i just need to get on WE again which wont be for a few hours, if i do succeed in getting to WE ill check. till then good luck
 
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