I used to paint the pathing on my map with the pathing brush tool. But now I have discovered that triggers don't check the painted pathing.
For instance: I have a trigger that spawns a group of units randomly in a region. But units will still be spawned on the "red" (not pathing) painted areas.
Another example: I have a trigger that orders a worker to make a building in a random point inside a region. It will still place his building on the "yellow" (no structures) painted area.
So I'm planing to fill all these areas with lots of pathing block doodads.
What do you use to fill these areas in your maps? What is the best solution? Could this big amount of doodads cause some lag in my map?
I used to paint the pathing on my map with the pathing brush tool. But now I have discovered that triggers don't check the painted pathing.
For instance: I have a trigger that spawns a group of units randomly in a region. But units will still be spawned on the "red" (not pathing) painted areas. Another example: I have a trigger that orders a worker to make a building in a random point inside a region. It will still place his building on the "yellow" (no structures) painted area.
So I'm planing to fill all these areas with lots of pathing block doodads.
What do you use to fill these areas in your maps? What is the best solution? Could this big amount of doodads cause some lag in my map?
@IliIilI: Go
You can check for pathability of a point using triggers. Use it as a condition before spawning anything.
@malkavianVision: Go
Alternatively, don't place regions in which stuff is going to be created/built in areas that should be without pathing.
Ok. That works for unit spawning. But I haven't found any trigger to check if a point is buildable.
The areas I'm talking about are too complex.