I made an advancement by taking a more general approach. Using two triggers, the first one gives the selected units a behavior, and the 2nd trigger prevents units from entering particular regions around units with those behaviors.
You can easily remove the Movement speed settings, as that is particular to my map. I dont' want these units to be able to move when their pathing block behavior becomes enabled. You can also change the event to your liking and the units it effects, mine simply effect selected units for testing purposes. So the generalized version would appear as below:
The only question is how memory intensive this becomes when many units have this behavior; however, memory issues aside, I can easily choose which units are blocked and which are not, and conversely which units actually apply their block and which do not, even if they have the behavior.
For instance, say I wanted player 7's units to block player 4 and player 5's units. I would set the first unit group to all units on entire map owned by 7. Then I would set MG = All units in GB belonging to 4 + All units in GB belonging to 5.
The flexibility becomes endless, because I can even restrict unit types. In fact I could restrict units types and player numbers for blockers and blockees through variables. I would recommend that others study this trigger and find ways to simply it or improve upon it or both.
What steps can I take to make it so allied units (and your own units) do not collide, but they do collide with enemy units?
@EdwardSolomon: Go
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@EdwardSolomon: Go
I made an advancement by taking a more general approach. Using two triggers, the first one gives the selected units a behavior, and the 2nd trigger prevents units from entering particular regions around units with those behaviors.
-------------------Take a look here:
-------------------You can easily remove the Movement speed settings, as that is particular to my map. I dont' want these units to be able to move when their pathing block behavior becomes enabled. You can also change the event to your liking and the units it effects, mine simply effect selected units for testing purposes. So the generalized version would appear as below:
--------------------------------------The second trigger actually prevents units from entering regions around these units that acquired the behavior from the first trigger.
--------------------------------------The only question is how memory intensive this becomes when many units have this behavior; however, memory issues aside, I can easily choose which units are blocked and which are not, and conversely which units actually apply their block and which do not, even if they have the behavior.
For instance, say I wanted player 7's units to block player 4 and player 5's units. I would set the first unit group to all units on entire map owned by 7. Then I would set MG = All units in GB belonging to 4 + All units in GB belonging to 5.
The flexibility becomes endless, because I can even restrict unit types. In fact I could restrict units types and player numbers for blockers and blockees through variables. I would recommend that others study this trigger and find ways to simply it or improve upon it or both.