This site works best with JavaScript enabled. Please enable JavaScript to get the best experience from this site.
0
@vjeux: Go
Just a guess: If you look at the Footprint.xml where the pathing is defined, there are two kinds of pathing information: The Layers/Rows which look like
<Layers index="Place"> <Rows value="xx"/> <Rows value="xx"/> </Layers>
I think this is just for placing buildings but not for unit pathing. I think the Shape-part is responsible for unit-pathing:
<Shape> <Radius value="1.1181"/> <Offsets value="-1,0.5;-0.5,1;0.5,1;1,0.5;1,-0.5;0.5,-1;-0.5,-1;-1,-0.5"/> <Borders value="7,0,2;0,1,2;1,2,2;2,3,2;3,4,2;4,5,2;5,6,2;6,7,2"/> </Shape>
If you connect all the offsets you get something like an octagon (the above Code is from the Pylon Pathing) while the Mineral Pathing is just a rect:
<Shape> <Radius value="1.1181"/> <Offsets value="-1,-0.5;-1,0.5;1,0.5;1,-0.5"/> <Borders value="3,0,2;0,1,2;1,2,2;2,3,2"/> </Shape>
I think this is why units cannot walk between the pylon and the minerals while they can pass between the nexus and the pylon.
0
@vjeux: Go
Just a guess: If you look at the Footprint.xml where the pathing is defined, there are two kinds of pathing information: The Layers/Rows which look like
I think this is just for placing buildings but not for unit pathing. I think the Shape-part is responsible for unit-pathing:
If you connect all the offsets you get something like an octagon (the above Code is from the Pylon Pathing) while the Mineral Pathing is just a rect:
I think this is why units cannot walk between the pylon and the minerals while they can pass between the nexus and the pylon.