Hey guys I have a couplt questions I need some help on. I made a maze TD and when the maze starts to get larger in a configuration where it is just horizontal rows for the comp to path through, units will get stuck in the corner and not make a turn. There must be something i'm missing with footprint size or some radius size. Anyone have any suggestions. This is my first time making a map. THANKS!
I had this problem. It seems to be a glitch in the pathing AI. The workaround I used is to have a trigger executing every .5 seconds which re-issues the movement orders for every creep.
I can also suggest using a trigger with event of when a unit goes idle (a unit getting stuck will trigger this)... then to reorder it (check the owner of the triggering unit is player 15 or w/e player is the creeps too).
I can also suggest using a trigger with event of when a unit goes idle (a unit getting stuck will trigger this)... then to reorder it (check the owner of the triggering unit is player 15 or w/e player is the creeps too).
If it's the bug I was experiencing that won't cut it. Units would get stuck but still have their movement orders, so they wouldn't be considered idle and checking the order count on them wouldn't return zero. It's strange but that's why I had to resort to constantly refreshing orders on all units.
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Hey guys I have a couplt questions I need some help on. I made a maze TD and when the maze starts to get larger in a configuration where it is just horizontal rows for the comp to path through, units will get stuck in the corner and not make a turn. There must be something i'm missing with footprint size or some radius size. Anyone have any suggestions. This is my first time making a map. THANKS!
Im having the same problem. Would like to know the answer of this.
I had this problem. It seems to be a glitch in the pathing AI. The workaround I used is to have a trigger executing every .5 seconds which re-issues the movement orders for every creep.
I can also suggest using a trigger with event of when a unit goes idle (a unit getting stuck will trigger this)... then to reorder it (check the owner of the triggering unit is player 15 or w/e player is the creeps too).
If it's the bug I was experiencing that won't cut it. Units would get stuck but still have their movement orders, so they wouldn't be considered idle and checking the order count on them wouldn't return zero. It's strange but that's why I had to resort to constantly refreshing orders on all units.