If it helps, here's the basics i use to do anti blocking checks:
Have a trigger on Any Unit Enters Region (with the region being the entire area players can build, and conditions to filter the units that trigger it down to just towers)
Also add a condition of Pathing Cost between [wave launch] and [wave end] points >=65535
Kill triggering tower and display a message saying you can't block towers, and also do w/e else you want (like refund cost
So if you tweak it so you place blockers that block off the long routes of the map for the specific wave location first then do the pathing check, that should basically work (i've also not had any problems with shift queuing, since the event fires on the tower actually being built not on unit using the build tower ability).
Mmm, basically got all that already. I added a second check between two additional start/end points, after realizing that it would be easier to just bundle two lanes together in one action then split them apart.
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Mmm, basically got all that already. I added a second check between two additional start/end points, after realizing that it would be easier to just bundle two lanes together in one action then split them apart.