Units will give up move commands if they make no progress towards their destination over some period of time as a result of unit on unit collisions.
Eg place a zergling in the middle of a zergling army (200+ of them) and ordering all other zerglings to follow it and then hold position. The surrounding zerglings will form a wall around it preventing it from moving so any move order sent far away will eventually fail as it cannot make progress towards the destination.
Offset the unit paths to avoid head on collisions between the units as head on collisions result in the units pushing each other futilely rather than getting pushed to the sides and walking past. Make sure that there is enough room for both units to pass each other, this needs a path that is roughly twice the collision radius sum (the collision diameter sum) wide.
For trigger issued move orders one cannot make the assumption that the orders are completed successfully by arriving at the move target. Instead the move order has to be periodically re-issued until either the unit no longer exists or the unit approaches its destination.
I have 2 units that run past each other using Issue order - move command via triggers.
For some reason one of the units stops when it collides and therefore never makes it to it's destination.
I've heard this has something to do with a push priority? But both of the units are exactly the same, so how could it be different?
Thanks
Try the Update Target flag of the Move ability?
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Units will give up move commands if they make no progress towards their destination over some period of time as a result of unit on unit collisions.
Eg place a zergling in the middle of a zergling army (200+ of them) and ordering all other zerglings to follow it and then hold position. The surrounding zerglings will form a wall around it preventing it from moving so any move order sent far away will eventually fail as it cannot make progress towards the destination.
Offset the unit paths to avoid head on collisions between the units as head on collisions result in the units pushing each other futilely rather than getting pushed to the sides and walking past. Make sure that there is enough room for both units to pass each other, this needs a path that is roughly twice the collision radius sum (the collision diameter sum) wide.
For trigger issued move orders one cannot make the assumption that the orders are completed successfully by arriving at the move target. Instead the move order has to be periodically re-issued until either the unit no longer exists or the unit approaches its destination.
Well, I simply reduced the collision size "movement radius" of the units and they slide right past each other now!