I'm not an expert with the editor, but I would just take a look at how Zerg units are given a speed increase on creep. Basically copy that, but make the movement speed zero instead.
Rollback Post to RevisionRollBack
Check out my YouTube channel for test playthroughs of custom campaigns as well as editor tutorial videos. Mapmakers, don’t hesitate to PM me if you would like me to test your campaign.
Sadly the speed multiplicator can't be set to 0 (0.01 is the minimum) :/
And I think it would bug even if it was possible because once the unit is on the creep, its speed is set to 0 and it can't go back.
You pretty much explained the problem exactly... basically, you need something that stops units 1 pixel before they step on creep, but only allows movement backwards. This pretty much doesn't exist in the editor as far as i know, you're best off doing a wonky work around with regions.
Incase the map I PMed you still does not work just use a Create Persistent effect that uses an offset just in front of the unit periodically (closer the better depending on unit speed) that uses a Set effect which is validated by a Location Creep validator that validates the target point. The rest is obvious (push the fool back).
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Under Terrain Types you can specify the texture used by the creep. As creep has an emissive I am not sure it will work how you want and also the height of the creep texture cannot be set.
Also if a behaviour has no visual effects associated with it there is far less demand on the processing.
How do you plan to deal with the fact that pathfinding won't care about your creep avoiding mechanics, and units will stuck trying to move through islands?
Can you imagine pathfinding based on recursive persistent effects, which spawn each other 4 directions, and then the first one reached destination would issue a queue of move orders through its effect history sequentially? Is it not only performance black hole, but also doable? Or you have different idea?
Getting validators to cancel using the move ability if the path is over creep is doable. Also a branching system would be less performance intense. If the path is over creep check in a cone if there are any routes without creep then branch from there always aiming for the target. Most targets should be reachable using a 4 point detour. Still I would not recommend it for more than a few hundred units.
Also depends how winding the creep free paths are.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Ok, the answer is even simpler than I thought. The Avoid type mover used for ground units has a Movement: Placement - Pathing Flags field that has a flag preventing creep pathing.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Yo, Do you know if there is a way to add a creep collision to units? So they can't move in creep areas.
(And I'm also searching how to make creep totally transparent)
I'm not an expert with the editor, but I would just take a look at how Zerg units are given a speed increase on creep. Basically copy that, but make the movement speed zero instead.
Check out my YouTube channel for test playthroughs of custom campaigns as well as editor tutorial videos. Mapmakers, don’t hesitate to PM me if you would like me to test your campaign.
Sadly the speed multiplicator can't be set to 0 (0.01 is the minimum) :/ And I think it would bug even if it was possible because once the unit is on the creep, its speed is set to 0 and it can't go back.
Look at the Digital Peril demo map from my data assets.
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
@SapeurGoblin: Go
You pretty much explained the problem exactly... basically, you need something that stops units 1 pixel before they step on creep, but only allows movement backwards. This pretty much doesn't exist in the editor as far as i know, you're best off doing a wonky work around with regions.
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
Or using a validated persistent in front of the unit that then uses an apply force or maybe the new kinetics to push them back.
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 can't open your map DrSuperEvil ("couldn't load dependencies")
Incase the map I PMed you still does not work just use a Create Persistent effect that uses an offset just in front of the unit periodically (closer the better depending on unit speed) that uses a Set effect which is validated by a Location Creep validator that validates the target point. The rest is obvious (push the fool back).
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 can open the map now and it works pretty well :). Thanks. I just hope all these behaviors won't lag the map when there are a lot of units.
The one I sent or the one under my data assets?
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
The one you sent. Btw do you know how to make creep totally transparent? I want to use it to make a "water system" like in wc3 :)
Under Terrain Types you can specify the texture used by the creep. As creep has an emissive I am not sure it will work how you want and also the height of the creep texture cannot be set.
Also if a behaviour has no visual effects associated with it there is far less demand on the processing.
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
@SapeurGoblin: Go
What are you trying to do with these mechanics, may I ask?
I'm trying to do that : http://www.sc2mapster.com/forums/development/map-development/84977-water-system/ Creep would be used to block ships (air units). I didn't really understand what you meant DrSuperEvil. I'll just try and see :D
Edit : Well everything is working pretty well except the fact that units get blocked sometimes because the pathfinding isn't adapted :/
Would it not be simpler to use the inverse logic of ships have to stay on creep?
Tried combining a Pathing validator with the Location Creep one?
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
How do you plan to deal with the fact that pathfinding won't care about your creep avoiding mechanics, and units will stuck trying to move through islands?
Never got round to dealing with that issue... I am updating all my old data assets so it is on the list...
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
@DrSuperEvil: Go
Can you imagine pathfinding based on recursive persistent effects, which spawn each other 4 directions, and then the first one reached destination would issue a queue of move orders through its effect history sequentially? Is it not only performance black hole, but also doable? Or you have different idea?
Getting validators to cancel using the move ability if the path is over creep is doable. Also a branching system would be less performance intense. If the path is over creep check in a cone if there are any routes without creep then branch from there always aiming for the target. Most targets should be reachable using a 4 point detour. Still I would not recommend it for more than a few hundred units.
Also depends how winding the creep free paths are.
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
Ok, the answer is even simpler than I thought. The Avoid type mover used for ground units has a Movement: Placement - Pathing Flags field that has a flag preventing creep pathing.
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