I'm currently trying to convert my unit's smart pathing (avoiding obstacles) to idiot pathing (running into them). Anyone know how to do this? I've tried using a custom mover and varying the Height Map and Pathing Mode to reflect that of a flyer, but it doesn't seem to be working like I want it to. I've been trying to Google it but I might just not know my terminology well enough to find the answer : P
you could make it stop when it runs into an obstacle. Also, I think maybe if it has a really high pathing priority (like the brutalisk) it will make other units move out of the way instead of trying to run around things.
Thanks, the general effect is much better, but still a little problematic. When the idiot (for lack of a better term) runs into another unit, my gameloop detects it and reduces the idiot's current velocity accordingly. However, I can't test for collision between the idiot and a wall or a doodad, so the only solution I can think of would be one similar to OneTwo's Diablo style of movement where I'd basically stick a bunch of invisible drones to facilitate some collision testing. Anyone have a solution better than mine for either doodad or wall collision testing? I'd like for my map to be modular to the point that someone wanting to implement a mod with my mechanics wouldn't have to go through and place a freak ton of drones. That just seems needlessly tedious, but by golly I'll do it if I have to.
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Hey there,
I'm currently trying to convert my unit's smart pathing (avoiding obstacles) to idiot pathing (running into them). Anyone know how to do this? I've tried using a custom mover and varying the Height Map and Pathing Mode to reflect that of a flyer, but it doesn't seem to be working like I want it to. I've been trying to Google it but I might just not know my terminology well enough to find the answer : P
@Frizzil: Go
you could make it stop when it runs into an obstacle. Also, I think maybe if it has a really high pathing priority (like the brutalisk) it will make other units move out of the way instead of trying to run around things.
Thanks, the general effect is much better, but still a little problematic. When the idiot (for lack of a better term) runs into another unit, my gameloop detects it and reduces the idiot's current velocity accordingly. However, I can't test for collision between the idiot and a wall or a doodad, so the only solution I can think of would be one similar to OneTwo's Diablo style of movement where I'd basically stick a bunch of invisible drones to facilitate some collision testing. Anyone have a solution better than mine for either doodad or wall collision testing? I'd like for my map to be modular to the point that someone wanting to implement a mod with my mechanics wouldn't have to go through and place a freak ton of drones. That just seems needlessly tedious, but by golly I'll do it if I have to.