I'm not sure whether every bridge has a diagonal version of itself. ![]() Yet this bridge has it's own footprint, a diagonal one, and thus it's a separate bridge in the editor. 45° would be between 0° and 90°, meaning north-east (diagonal /). Simply move the cursor around the doodad in a 360 rotation and watch the doodad rotate. Doodad Rotating -> Select a doodad, then do SHIFT + Left-Click (mac) or Control + Left Click (pc) If done properly, a rotating arrow will become your cursor. Basically, a bridge is set to 0°, 90°, 180° and 270° (north, west, south, east). If you dont like this method, simply use the arrow keys. That's why I recommend you change your road to 45° (or 0°/90° ofc). Sadly, I haven't studied footprints enough to tell you how to make your own footprint of a custom angle. Because of the bridge's footprint you are able to walk "down" the cliff and then "up" again (which is over the bridge, of course).ģ) "View unpathable" + "View Mesh (= enable view pathing)" This part of the footprint overwrites the footprint the cliff has. Basically, their footprint disallows you to walk over the 2 sides of the bridge where you're not supposed to walk over, whereas the footprint also makes you able to walk over the "entrance" and the "exit" of the bridge. It's because of it's footprint ground units can't walk over. It's because of the footprint ground units can't walk over. Take a building, they have a footprint of a certain size. ![]() ![]() Partly, yes I can give you more information.Ī footprint pretty much is the same as a pathing blocker.
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