Не знаю как правильно объяснить, но я хочу сделать большие ворота, через которые ты бы не проходил сквозь модели, а для начало сломал их, а потом пошёл дальше. Как это реализовать? У меня есть идея, но там придется в hammer на карте ставить какие-то модели , через которые бы нельзя было пройти, а ворота уж сделать меньше. Делал ворота в npc_units_custom, типо нейтрала, он стоит не двигается всё как надо.
(Надеюсь меня поняли)
(Надеюсь меня поняли)
"Gate"
{
// General
//----------------------------------------------------------------
"Model" "models/props_generic/gate_wooden_locked_01.vmdl" // Model.
"BaseClass" "npc_dota_creature"
"IsAncient" "1"
"RingRadius" "10"
"ModelSize" "1.5"
"SoundSet" "n_creep_Melee"
"CanBeDominated" "0"
"HasInventory" "1"
"Level" "10"
"ModelScale" "1.5"
// Abilities
//----------------------------------------------------------------
"Ability1" "" // Ability 1
"Ability2" "" // Ability 2
"Ability3" "" // Ability 3
"Ability4" "" // Ability 4
// Armor
//----------------------------------------------------------------
"ArmorPhysical" "20" // Physical protection.
"MagicalResistance" "100"
// Attack
//----------------------------------------------------------------
"AttackCapabilities" "DOTA_UNIT_CAP_NO_ATTACK"
"AttackDamageMin" "1" // Damage range min.
"AttackDamageMax" "1" // Damage range max.
"AttackRate" "0.70" // Speed of attack.
"AttackAnimationPoint" "0.5" // Normalized time in animation cycle to attack.
"AttackAcquisitionRange" "500" // Range within a target can be acquired.
"AttackRange" "900" // Range within a target can be attacked.
"ProjectileModel" "" // Particle system model for projectile.
"ProjectileSpeed" "0" // Speed of projectile.
// Bounds
//----------------------------------------------------------------
"RingRadius" "60"
"HealthBarOffset" "170"
// Bounty
//----------------------------------------------------------------
"BountyXP" "10000" // Experience earn.
"BountyGoldMin" "3000" // Gold earned min.
"BountyGoldMax" "10000" // Gold earned max.
// Movement
//----------------------------------------------------------------
"MovementCapabilities" "DOTA_UNIT_CAP_MOVE_NONE" // Type of locomotion - ground, air
"MovementSpeed" "0" // Speed
"MovementTurnRate" "1.0" // Turning rate.
// Status
//----------------------------------------------------------------
"StatusHealth" "1000" // Base health.
"StatusHealthRegen" "100" // Health regeneration rate.
"StatusMana" "100" // Base mana.
"StatusManaRegen" "10.0" // Mana regeneration rate.
// Vision
//----------------------------------------------------------------
"VisionDaytimeRange" "800" // Range of vision during day light.
"VisionNighttimeRange" "800" // Range of vision at night time.
// Team
//----------------------------------------------------------------
"TeamName" "DOTA_TEAM_NEUTRALS" // Team name.
"CombatClassAttack" "DOTA_COMBAT_CLASS_ATTACK_BASIC"
"CombatClassDefend" "DOTA_COMBAT_CLASS_DEFEND_BASIC"
"UnitRelationshipClass" "DOTA_NPC_UNIT_RELATIONSHIP_TYPE_DEFAULT"
}
{
// General
//----------------------------------------------------------------
"Model" "models/props_generic/gate_wooden_locked_01.vmdl" // Model.
"BaseClass" "npc_dota_creature"
"IsAncient" "1"
"RingRadius" "10"
"ModelSize" "1.5"
"SoundSet" "n_creep_Melee"
"CanBeDominated" "0"
"HasInventory" "1"
"Level" "10"
"ModelScale" "1.5"
// Abilities
//----------------------------------------------------------------
"Ability1" "" // Ability 1
"Ability2" "" // Ability 2
"Ability3" "" // Ability 3
"Ability4" "" // Ability 4
// Armor
//----------------------------------------------------------------
"ArmorPhysical" "20" // Physical protection.
"MagicalResistance" "100"
// Attack
//----------------------------------------------------------------
"AttackCapabilities" "DOTA_UNIT_CAP_NO_ATTACK"
"AttackDamageMin" "1" // Damage range min.
"AttackDamageMax" "1" // Damage range max.
"AttackRate" "0.70" // Speed of attack.
"AttackAnimationPoint" "0.5" // Normalized time in animation cycle to attack.
"AttackAcquisitionRange" "500" // Range within a target can be acquired.
"AttackRange" "900" // Range within a target can be attacked.
"ProjectileModel" "" // Particle system model for projectile.
"ProjectileSpeed" "0" // Speed of projectile.
// Bounds
//----------------------------------------------------------------
"RingRadius" "60"
"HealthBarOffset" "170"
// Bounty
//----------------------------------------------------------------
"BountyXP" "10000" // Experience earn.
"BountyGoldMin" "3000" // Gold earned min.
"BountyGoldMax" "10000" // Gold earned max.
// Movement
//----------------------------------------------------------------
"MovementCapabilities" "DOTA_UNIT_CAP_MOVE_NONE" // Type of locomotion - ground, air
"MovementSpeed" "0" // Speed
"MovementTurnRate" "1.0" // Turning rate.
// Status
//----------------------------------------------------------------
"StatusHealth" "1000" // Base health.
"StatusHealthRegen" "100" // Health regeneration rate.
"StatusMana" "100" // Base mana.
"StatusManaRegen" "10.0" // Mana regeneration rate.
// Vision
//----------------------------------------------------------------
"VisionDaytimeRange" "800" // Range of vision during day light.
"VisionNighttimeRange" "800" // Range of vision at night time.
// Team
//----------------------------------------------------------------
"TeamName" "DOTA_TEAM_NEUTRALS" // Team name.
"CombatClassAttack" "DOTA_COMBAT_CLASS_ATTACK_BASIC"
"CombatClassDefend" "DOTA_COMBAT_CLASS_DEFEND_BASIC"
"UnitRelationshipClass" "DOTA_NPC_UNIT_RELATIONSHIP_TYPE_DEFAULT"
}