I am basically trying to make a map with several floating space platforms (meaning that the level 0 terrain is space) and I want to prevent flying units from entering the space platforms (higher than level 0 terrain: not space). This is currently working less than well. A few solutions have come to my mind, but they are all imperfect:
Place no-flight zones around all platforms, blocking flying units
This causes problems with their pathing
It requires a lot of work
Use triggers to prevent any units that enter / are ordered to enter a platform from doing so
Too much room for error
A lot of work
Still problems with pathing
Make the flying units move like ground units by adding the Collide: Ground flag
Ground units cannot move on space at all
This would be perfect if there was a way to make space walk-able for ground units.
Make the flying units move like ground units and use the pathing tool to turn all the space into ground pathing
This is at the moment my best solution, but still requires a lot of work.
Preferably I would find a way to change a units pathing (or the way that the space background works) so that it can walk on space like a normal ground unit. This would prevent it from scaling cliffs (which are space platforms) and thus solve my problem. Anyone know how to do this or has an easier solution?
I fiddled around with movers a little. At the moment the best solution I could come up with is:
1. Go into pathing layer and manually apply ground pathing to all space areas (careful not to touch the cliffs).
2. Create a new mover based on Avoid, set Height to Air and Pathing to Flying.
3. Change all the space units Movement: Collision to include Ground and change Mover to the recently created mover.
The only problem is that it is quite labour-intensive to apply the ground pathing and it is still by no means an optimal solution. I also found that if you were to use the normal Fly mover units will collide with everything because of its Flock pathing.
I am still looking for ways to improve this. Either by finding a way to change the lowest cliff level to ground-pathable. Alternatively, if anyone would know how to extract the pathing/cliff maps and read them. Then I could create an algorithm to change the pathing on the lowest cliff levels automatically, which would be more reliable and faster.
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I am basically trying to make a map with several floating space platforms (meaning that the level 0 terrain is space) and I want to prevent flying units from entering the space platforms (higher than level 0 terrain: not space). This is currently working less than well. A few solutions have come to my mind, but they are all imperfect:
Preferably I would find a way to change a units pathing (or the way that the space background works) so that it can walk on space like a normal ground unit. This would prevent it from scaling cliffs (which are space platforms) and thus solve my problem. Anyone know how to do this or has an easier solution?
Try a Mover that uses various height maps and pathing modes? Or just hide the terrain cells and patch up the edges using doodADS.
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
I fiddled around with movers a little. At the moment the best solution I could come up with is:
1. Go into pathing layer and manually apply ground pathing to all space areas (careful not to touch the cliffs). 2. Create a new mover based on Avoid, set Height to Air and Pathing to Flying. 3. Change all the space units Movement: Collision to include Ground and change Mover to the recently created mover.
The only problem is that it is quite labour-intensive to apply the ground pathing and it is still by no means an optimal solution. I also found that if you were to use the normal Fly mover units will collide with everything because of its Flock pathing.
I am still looking for ways to improve this. Either by finding a way to change the lowest cliff level to ground-pathable. Alternatively, if anyone would know how to extract the pathing/cliff maps and read them. Then I could create an algorithm to change the pathing on the lowest cliff levels automatically, which would be more reliable and faster.