..well you can use a validator to determine if the unit is on creep or not, this is how zergling get thier move speed bunos. What you could do is set the units move speed to be extremely low when not on creep in this same manner.
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If thats good enough for you, you can give the units the "die off creep" behavior of larvae (dunno the exact name, look at the behavior fields of the larva)
If possible I would like to make units handle non-creeped areas like another terrain height level . The problem with all other solution is that units will still try to go the direct way between two points. Maybe one could modify movers? I have seen that movers have a field named Placement + which allows to check "Creep" and "No Creep". However, checking this boxes has no results. Any ideas?
Edit: Or would it be possible by using protoss power fields instead of creep?
If possible I would like to make units handle non-creeped areas like
another terrain height level . The problem with all other solution is
that units will still try to go the direct way between two points. Maybe
one could modify movers? I have seen that movers have a field named
Placement + which allows to check "Creep" and "No Creep". However,
checking this boxes has no results. Any ideas?
Edit: Or would it be possible by using protoss power fields instead of
creep?
You will not be able to treat creep like a cliff wall/ height level adjust ment. You will not beable to prevent a unit from leaving the power field.
things you can do when units leave creep/power field
Kill them
have them cast something
Have them cast something that makes them teleport back to a valid position
Therefore there is no way to have something like "dynamic" cliffs other than blocking all edges with dummy units? Sad. Is it at least possible to make them cost less performance than normal units?
well if you think about it, on the receding creep it should push back the unit. So why not create a behavior which pushes the unit back with a validator disable on creep. then you could put like a low amount for the push back so its not noticeable.
Ya, I understand this part. However, the unit would still consider non-creeped ground as walkable, i.e. if the direct way to its target is not completly creeped it will try to move off creep, which is impossible.
I need a method that forces the unit to consider creep like cliffs, i.e. "off creep" means that the unit doesn't even consider walking and chooses the best possible way on creep instead.
And it mustnt be creep or power fields. I am happy abouz any solution to create something like "dynamic cliffs".
This might be possible if you used triggers, but the only way I can think of off the top of my head would lag like hell. I thought of it as a result of the 'mouse tracker' work around. Cover the map in units, use those to determine where there is creep and where there isn't, then find the edge of each creep circle depending on their position in relation to nearby units. From there, you could spawn or remove another unit that actually has collision, like an invisible structure, and use that as your 'cliff'.
Just a thought.
By the by...have you seen my topic? I still need help ;D
I doubt creep has its own pathing type. There goes the obvious solution.
Try playing with planes, especially the unused ones. Zerg buildings can only be placed on creep, so I'm sure there's a way to treat units the same way. You might have to make a new movement command for the units you want to be creep-bound and allow creep as the only legal target.
Set the unit's Move Speed to 0. Create a new Behavior, call it whatever. In the Modifications + field, find the Movement section and give it a movement speed Bonus of 3 or whatever you want. Press OK, and then again, in that Behavior, add the validator 'On Creep' in the Behavior - Validators (Disable) field. Head back to your unit, and give it this new Behavior in the Behaviors + field. All done!
Ends up being if your unit is on creep, it gets Speed X. If not on creep, Speed ZERO. You can still order the unit to move off the creep though and then they are screwed.
The only way I can think of doing this is via invisible units that act as pathing blockers to only units using one of the unused land collides. You would have to place these on the edges of all creep and make sure all Zerg units have that collide checked.
This wouldnt prevent players from flying over the units and dropping them off on the other side using an overlord though, and if its a map where players can expand the creep you would need some sort of trigger to track it and rebuild the line.
I attached a map demonstrating the concept anyways.
You cant really prevent units from leaving the creep with out physically blocking them.
To physically block them you would have to check the area over and over again to determine the edges of the creep and do some crazy shit to block the pathing. ( IMO this prolly wouldnt work to well to begin with) for a simple map maybe ... for a large map with lots of shit down it may cause excessive lagg.
What you can do is, when a unit is nolonger on the creep you can "move" the unit to a predetermined valid position.
Unit has a behavior that is disabled on creep through a validator
when unit leaves creep the behavior casts a "return" effect on itself ( this "return" effect is a custom dummy effect used for trigger detection)
you create a trigger that detects this "return effect" behing used
move the triggering unit to a valid position that is with-in the bounds of the creep
As the topic says I am looking for a way to make sure that certain units can only move on creep. Is there a possibility to realize that?
..well you can use a validator to determine if the unit is on creep or not, this is how zergling get thier move speed bunos. What you could do is set the units move speed to be extremely low when not on creep in this same manner.
If thats good enough for you, you can give the units the "die off creep" behavior of larvae (dunno the exact name, look at the behavior fields of the larva)
Nt bad post
If possible I would like to make units handle non-creeped areas like another terrain height level . The problem with all other solution is that units will still try to go the direct way between two points. Maybe one could modify movers? I have seen that movers have a field named Placement + which allows to check "Creep" and "No Creep". However, checking this boxes has no results. Any ideas?
Edit: Or would it be possible by using protoss power fields instead of creep?
You will not be able to treat creep like a cliff wall/ height level adjust ment. You will not beable to prevent a unit from leaving the power field.
Therefore there is no way to have something like "dynamic" cliffs other than blocking all edges with dummy units? Sad. Is it at least possible to make them cost less performance than normal units?
well if you think about it, on the receding creep it should push back the unit. So why not create a behavior which pushes the unit back with a validator disable on creep. then you could put like a low amount for the push back so its not noticeable.
@Cbasz95: Go
The problem is that auto-moving units would never get to their target if there is a non-creeped area they have to cross.
Is there a possibility to use triggers to check whether an area is full of creep or not?
@madmaxII: Go
No you can add the behavior only to the specific units u want to be only able to move on creep. The others would be unaffected.
@Cbasz95: Go
Ya, I understand this part. However, the unit would still consider non-creeped ground as walkable, i.e. if the direct way to its target is not completly creeped it will try to move off creep, which is impossible.
I need a method that forces the unit to consider creep like cliffs, i.e. "off creep" means that the unit doesn't even consider walking and chooses the best possible way on creep instead.
And it mustnt be creep or power fields. I am happy abouz any solution to create something like "dynamic cliffs".
This might be possible if you used triggers, but the only way I can think of off the top of my head would lag like hell. I thought of it as a result of the 'mouse tracker' work around. Cover the map in units, use those to determine where there is creep and where there isn't, then find the edge of each creep circle depending on their position in relation to nearby units. From there, you could spawn or remove another unit that actually has collision, like an invisible structure, and use that as your 'cliff'. Just a thought. By the by...have you seen my topic? I still need help ;D
I doubt creep has its own pathing type. There goes the obvious solution. Try playing with planes, especially the unused ones. Zerg buildings can only be placed on creep, so I'm sure there's a way to treat units the same way. You might have to make a new movement command for the units you want to be creep-bound and allow creep as the only legal target.
@shardfenix: Go
Certain units can only move on creep?
Set the unit's Move Speed to 0. Create a new Behavior, call it whatever. In the Modifications + field, find the Movement section and give it a movement speed Bonus of 3 or whatever you want. Press OK, and then again, in that Behavior, add the validator 'On Creep' in the Behavior - Validators (Disable) field. Head back to your unit, and give it this new Behavior in the Behaviors + field. All done!
Ends up being if your unit is on creep, it gets Speed X. If not on creep, Speed ZERO. You can still order the unit to move off the creep though and then they are screwed.
@BorgDragon: Go
Thats exactly the problem. This solution doesn't.
Is there a possiblity to edit pathing via triggers?
The only way I can think of doing this is via invisible units that act as pathing blockers to only units using one of the unused land collides. You would have to place these on the edges of all creep and make sure all Zerg units have that collide checked.
This wouldnt prevent players from flying over the units and dropping them off on the other side using an overlord though, and if its a map where players can expand the creep you would need some sort of trigger to track it and rebuild the line.
I attached a map demonstrating the concept anyways.
You cant really prevent units from leaving the creep with out physically blocking them.
To physically block them you would have to check the area over and over again to determine the edges of the creep and do some crazy shit to block the pathing. ( IMO this prolly wouldnt work to well to begin with) for a simple map maybe ... for a large map with lots of shit down it may cause excessive lagg.
What you can do is, when a unit is nolonger on the creep you can "move" the unit to a predetermined valid position.
@SouLCarveRR: Go
Use a Creep Validator with an Immobilize Behavior :)
@Mugen245: Go
That would not work since they could then not get back on.
Just check my digital peril demo map for an example of how to do it using the Apply Force effect.##
P.S., nice necro.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
No problem :)