I have a complex mazing thing in my map, and there are creeps that are sent to the bases. (long story short lol)
The problem is when i order the creeps to go to the bases, the players can blockade their chokepoints and the mobs will clump up at the cliffs. Is there a way to make the creeps ignore the blockades so they take the normal path and attack the blockades as they go to the base?
This is a thing that is pretty hard to achieve, but I believe it was achieved in WC3. Specifically in the game Line Tower War, a game that can't be played without some kind of 'security-system' to keep people from blocking the minions out. I really don't know if any TD's have gotten it right.
Ok, im going to try something semi-exeprimental. Is there a way to make a unit able to go over buildings but not over cliffs? ( you can go over cliffs not buildings with colossus ability but i want the inverse)
What i want to do is to create an invisible unit thats always a small step ahead from the unit, and the unit is ordered to follow it. If above is possible and i cant make the creeps ignore blockades, ill look into doing this
So your main problem would be, that barricades can block the entire base? You could check, if there is a possible way from the spawn point of the attacker to the bases of the units and not allow buildings to be built, if they completely block the way.
So your main problem would be, that barricades can block the entire base? You could check, if there is a possible way from the spawn point of the attacker to the bases of the units and not allow buildings to be built, if they completely block the way.
Theyre supposed to block the entire base, and the mobs are supposed to attack the barricades to get to the base but when the barricades are built they clummp up at the nearest cliff
You might need to break that up into multiple queued orders to ensure that they get close enough to acquire the blockade units. Alternatively, if you have a method for determining if a unit has a feasible path to the target location, you might try using two modes of movement; if pathing is blocked, the unit will attack the nearest enemy structure.
Hmm... way back in the beta, I had this weird issues, where units would think, they are blocked by certain things, but they could actually pass through them. Maybe we can replicate this the other way around, so units actually think, they can pass through barricades, but they cannot? However, this would probably produce other issues..
Or maybe, we make the units not blocked by barricades, until they actually get near a barricade.
Check out the campaign mission where you have capture and escort the Odin... the Odin has a behavior just like your describing. Walks over buildings if path is blocked.
The simplest solution that would preserve path-finding is to make the blockade units not have a footprint, and set their collision flags to share a flag with the units it is intended to block, and not with units that are intended to pass over and/or crush them. However, this may confuse the path-finding of units that collide with the blockade units.
If that is problematic for you, as an alternative you may give the blockade units a footprint, and instead have blockade-crusher units ordered to move at the position of the blockade units if they are within x range (prepending the move order to the queue), so they will, if nearby, go out of their way to crush the blockades,
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I have a complex mazing thing in my map, and there are creeps that are sent to the bases. (long story short lol)
The problem is when i order the creeps to go to the bases, the players can blockade their chokepoints and the mobs will clump up at the cliffs. Is there a way to make the creeps ignore the blockades so they take the normal path and attack the blockades as they go to the base?
The blockading units have footprints?
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https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
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@illidans911: Go
This is a thing that is pretty hard to achieve, but I believe it was achieved in WC3. Specifically in the game Line Tower War, a game that can't be played without some kind of 'security-system' to keep people from blocking the minions out. I really don't know if any TD's have gotten it right.
.. of course they do..
Ok, im going to try something semi-exeprimental. Is there a way to make a unit able to go over buildings but not over cliffs? ( you can go over cliffs not buildings with colossus ability but i want the inverse)
What i want to do is to create an invisible unit thats always a small step ahead from the unit, and the unit is ordered to follow it. If above is possible and i cant make the creeps ignore blockades, ill look into doing this
@Neonsz: Go
Thats incredibilly easy to accomplish,i can just order a unit that goes 10000000 to move from x to y and if the unit isnt at y than its blocked.
So your main problem would be, that barricades can block the entire base? You could check, if there is a possible way from the spawn point of the attacker to the bases of the units and not allow buildings to be built, if they completely block the way.
Theyre supposed to block the entire base, and the mobs are supposed to attack the barricades to get to the base but when the barricades are built they clummp up at the nearest cliff
@illidans911: Go
How many attack-move commands are you giving to the waves? Are you using multiple queued commands, or a single command?
its a single command to attack move to center of a region
@illidans911: Go
You might need to break that up into multiple queued orders to ensure that they get close enough to acquire the blockade units. Alternatively, if you have a method for determining if a unit has a feasible path to the target location, you might try using two modes of movement; if pathing is blocked, the unit will attack the nearest enemy structure.
@Khalanil1: Go
bump.
is there a good pathfinder anywhere? if i could find one, i could just order to attack the first one in the path
@illidans911: Go
up
Hmm... way back in the beta, I had this weird issues, where units would think, they are blocked by certain things, but they could actually pass through them. Maybe we can replicate this the other way around, so units actually think, they can pass through barricades, but they cannot? However, this would probably produce other issues..
Or maybe, we make the units not blocked by barricades, until they actually get near a barricade.
@illidans911: Go
Check out the campaign mission where you have capture and escort the Odin... the Odin has a behavior just like your describing. Walks over buildings if path is blocked.
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
@Bilxor: Go
I didn't play the entire campaign, which mission is that?
@illidans911: Go
ne1
uppp
The simplest solution that would preserve path-finding is to make the blockade units not have a footprint, and set their collision flags to share a flag with the units it is intended to block, and not with units that are intended to pass over and/or crush them. However, this may confuse the path-finding of units that collide with the blockade units.
If that is problematic for you, as an alternative you may give the blockade units a footprint, and instead have blockade-crusher units ordered to move at the position of the blockade units if they are within x range (prepending the move order to the queue), so they will, if nearby, go out of their way to crush the blockades,