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Hello,
Working on the tower defense i've been facing troubles related to pathability of buildings. I've found a quite nice article on gosugamer.
However it doesn't get into implementation details. Maybe one of you know how these work in the XML files.
@vjeux: Go
Just a guess: If you look at the Footprint.xml where the pathing is defined, there are two kinds of pathing information: The Layers/Rows which look like
<Layers index="Place"> <Rows value="xx"/> <Rows value="xx"/> </Layers>
I think this is just for placing buildings but not for unit pathing. I think the Shape-part is responsible for unit-pathing:
<Shape> <Radius value="1.1181"/> <Offsets value="-1,0.5;-0.5,1;0.5,1;1,0.5;1,-0.5;0.5,-1;-0.5,-1;-1,-0.5"/> <Borders value="7,0,2;0,1,2;1,2,2;2,3,2;3,4,2;4,5,2;5,6,2;6,7,2"/> </Shape>
If you connect all the offsets you get something like an octagon (the above Code is from the Pylon Pathing) while the Mineral Pathing is just a rect:
<Shape> <Radius value="1.1181"/> <Offsets value="-1,-0.5;-1,0.5;1,0.5;1,-0.5"/> <Borders value="3,0,2;0,1,2;1,2,2;2,3,2"/> </Shape>
I think this is why units cannot walk between the pylon and the minerals while they can pass between the nexus and the pylon.
Hello,
Working on the tower defense i've been facing troubles related to pathability of buildings. I've found a quite nice article on gosugamer.
However it doesn't get into implementation details. Maybe one of you know how these work in the XML files.
@vjeux: Go
Just a guess: If you look at the Footprint.xml where the pathing is defined, there are two kinds of pathing information: The Layers/Rows which look like
I think this is just for placing buildings but not for unit pathing. I think the Shape-part is responsible for unit-pathing:
If you connect all the offsets you get something like an octagon (the above Code is from the Pylon Pathing) while the Mineral Pathing is just a rect:
I think this is why units cannot walk between the pylon and the minerals while they can pass between the nexus and the pylon.