Disabling unit path finding = disabling a unit's ability to move.
Yees, that's what it is.
What do you want to accomplish?
Do you want units to ignore cliffs/objects in their way?
Do you want units to stupidly try to move forward to reach their destination, even if there's something in the way?
Do you want units to stop moving at all?
I'm interested in this as well. It would be useful in getting a unit to take the shortest available path (a straight line) from point A to point B, but still collide with obstacles in the way.
I'm interested in this as well. It would be useful in getting a unit to take the shortest available path (a straight line) from point A to point B, but still collide with obstacles in the way.
Well in that case, this sorta works. Create object's movement collide to Unused (Land 09) with 0 separation radius [you have to set other radii though].
Units will go around it but only after colliding with the object. Haven't tested it.
Why not just lock the camera movement and disable the minimap? Then the player wouldn't physically be able to click the end of the map. Or perhaps do a WASD movement?
For a maze type of thing i would set the camera bounds to a radius of N around the selected unit(s). Minimap and camera problem solved. Minimap still available but contains primarly a big green block which is your unit(s)
@agweber: Go
Why not just lock the camera movement and disable the minimap? Then the player wouldn't physically be able to click the end of the map. Or perhaps do a WASD movement?
This is what I planned on doing if I could find no way (short of triggering the entire movement system for mouse clicks) of disabling the pathfinding ability. I was thinking I remember doing it in wc3, but I can't remember how.
By any slight chance?
Disabling unit path finding = disabling a unit's ability to move.
Yees, that's what it is.
What do you want to accomplish?
Do you want units to ignore cliffs/objects in their way?
Do you want units to stupidly try to move forward to reach their destination, even if there's something in the way?
Do you want units to stop moving at all?
What do I want to accomplish?
"Do you want units to stupidly try to move forward to reach their destination, even if there's something in the way?"
Bumpity.
"Do you want units to stupidly try to move forward to reach their destination, even if there's something in the way?"
And what the HECK would you use that for?! xD I loled
I'm interested in this as well. It would be useful in getting a unit to take the shortest available path (a straight line) from point A to point B, but still collide with obstacles in the way.
Well in that case, this sorta works. Create object's movement collide to Unused (Land 09) with 0 separation radius [you have to set other radii though].
Units will go around it but only after colliding with the object. Haven't tested it.
I made a maze generator. It'd be pointless if people can just rightclick at the end and the pathfinding does the maze for them.
Not to mention I'm sure there's plenty of other places I could use it in a minigame/party map.
@agweber: Go
Why not just lock the camera movement and disable the minimap? Then the player wouldn't physically be able to click the end of the map. Or perhaps do a WASD movement?
For a maze type of thing i would set the camera bounds to a radius of N around the selected unit(s). Minimap and camera problem solved. Minimap still available but contains primarly a big green block which is your unit(s)
This is what I planned on doing if I could find no way (short of triggering the entire movement system for mouse clicks) of disabling the pathfinding ability. I was thinking I remember doing it in wc3, but I can't remember how.
I am needing this as well has anyone found a way to disable it?