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The problem is the 'translation' process from SC2 to Zero-K. In Zero-K water means 'water units go here'. In SC2 it means 'air only'.
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The problem is the 'translation' process from SC2 to Zero-K. In Zero-K water means 'water units go here'. In SC2 it means 'air only'.
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Zero-K has a complete suite of water options, so you cannot put water in and expect it to be impassable. Acid water is an acceptable solution but it needs to be visually coded for in the map so people know they cannot build there (You can use a custom water texture and custom water depth colour).
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Zero-K has a complete suite of water options, so you cannot put water in and expect it to be impassable. Acid water is an acceptable solution but it needs to be visually coded for in the map so people know they cannot build there (You can use a custom water texture and custom water depth colour).
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It would be nice to have another option for genuine impassable terrain, but this is just how ZK works, you have a heightfield which determines what units can pass where, it is not about having binary passable/impassable squares in a grid.
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