Had a quick question: is there a means to make the unit movement radius square/rectangular? I'm trying to replicate the gates found in Heroes of the Storm in which allies can pass through them but enemies cannot. I did this by setting up the Movement: Collision fields on the gate, but this creates a circular shape so enemies attack from far away.
You can't make a unit's radius rectangular directly, but you can give it a footprint for collision that fits according to the desired shape. Have a look at some of the stock footprints to see how it's done.
I believe pathing footprints apply to all units, however. For a gate that functions the way you described, I can only think of creating a behavior with a periodic rectangular search effect that either applies an outward force or kinetic to enemy units within the search area.
Oh, totally forgot to explain my thought process on that part.
Make the blocker units have a collision type such as forcefield (don't use forcefield, use something your units that should be able to pass does not have) and then you can have players on team 1 have units which does not collide with those blocker units, and players on team 2 the oposite.
This might need a Team 1 version and a team 2 version for each unit. I don't know if you can modify collision types with triggers.
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Hey everyone!
Had a quick question: is there a means to make the unit movement radius square/rectangular? I'm trying to replicate the gates found in Heroes of the Storm in which allies can pass through them but enemies cannot. I did this by setting up the Movement: Collision fields on the gate, but this creates a circular shape so enemies attack from far away.
Any fixes?
You can't make a unit's radius rectangular directly, but you can give it a footprint for collision that fits according to the desired shape. Have a look at some of the stock footprints to see how it's done.
I believe pathing footprints apply to all units, however. For a gate that functions the way you described, I can only think of creating a behavior with a periodic rectangular search effect that either applies an outward force or kinetic to enemy units within the search area.
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Othervise you could create a line of invisible units in a line where the gate should block, and have a trigger remove them when the gate is destroyed.
@Demtrod: Go
I do not see how that would fix the player specific collision issue.
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
Oh, totally forgot to explain my thought process on that part.
Make the blocker units have a collision type such as forcefield (don't use forcefield, use something your units that should be able to pass does not have) and then you can have players on team 1 have units which does not collide with those blocker units, and players on team 2 the oposite.
This might need a Team 1 version and a team 2 version for each unit. I don't know if you can modify collision types with triggers.