I am using a lot of Zerg and Terran campaign drop pods in one of my maps. My players have managed to abuse those to push their hero units up onto cliffs and into the void terrain. This is a problem since they can't be attacked there and walk freely until they re-enter the walkable terrain. Is there any fix for that beside creating dead-zone regions with triggers? How exactly does this push priority even work? I have fiddeled around with push priorities in the past, but they didn't seem to make a difference if the units have orders. Is it possible to remove the pathing and/or pushing from these drop pods? This is all a bit stupid, as word spreads fast in that community.
Go to the precursor behavior used by these drop pod abilities (I don't know which you're using but it'll be easy to find). It'll have a flag called "Suppress Collision". Uncheck that.
You (probably) don't want to change push priorities. It'll allow heroes to "push" enemy zerglings or whatever out of their way, which generally makes the game a lot easier since you can't be blocked in by melee units anymore. There's a push priority specifically for allied units, but of course if they're using enemy drop pods to do this, then allied push priority won't change anything. Units with a greater push priority will push lesser units out of the way.
I also think that I phrased that poorly. I create the drop-pods myself with a custom action+trigger combo (I don't actually use the campaign built-in functions because they suck and have really poor performance). The only thing which gets moved or blocked is the units which unload.
Can the creation/instantmove of units push you over? If so, how do you prevent that? Shouldn't be the newly created/instamoved units be the ones that are glitching?
the point of precursor is to create drop pod at the nearest free space. Create Precursor means that you creating an invisible (by applying behavior with "no draw" flag) copy of desired unit before performing drop pod launch.
This how it works for infested terran ability of infestor: The first effect that fires is actualy Create Unit (called Create Precursor), not the Launch Missile as you may think. This make it so if you point the target on unpathable terrain the point will be tweaked to the closest pathable location. This prevents pushing existing units.
Basicaly this means that your drop pod unit should be created before the actual visual, just delay it's appearance.
You'll see that even though the drop pod offsets are strictly defined, if there are already units in that location, the drop pod lands in nearest available place and doesn't push existing units
This is some hard coded shit in Create Unit effect so probably trying to simulate it with triggers is a bad idea.....
You'll see that even though the drop pod offsets are strictly defined, if there are already units in that location, the drop pod lands in nearest available place and doesn't push existing units
This is some hard coded shit in Create Unit effect so probably trying to simulate it with triggers is a bad idea.....
I am only dropping Drop Pods on pathable and accessible terrain with no units on it. How is that different from the internal hardcoded Blizzard shit?
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hi,
I am using a lot of Zerg and Terran campaign drop pods in one of my maps. My players have managed to abuse those to push their hero units up onto cliffs and into the void terrain. This is a problem since they can't be attacked there and walk freely until they re-enter the walkable terrain. Is there any fix for that beside creating dead-zone regions with triggers? How exactly does this push priority even work? I have fiddeled around with push priorities in the past, but they didn't seem to make a difference if the units have orders. Is it possible to remove the pathing and/or pushing from these drop pods? This is all a bit stupid, as word spreads fast in that community.
Go to the precursor behavior used by these drop pod abilities (I don't know which you're using but it'll be easy to find). It'll have a flag called "Suppress Collision". Uncheck that.
You (probably) don't want to change push priorities. It'll allow heroes to "push" enemy zerglings or whatever out of their way, which generally makes the game a lot easier since you can't be blocked in by melee units anymore. There's a push priority specifically for allied units, but of course if they're using enemy drop pods to do this, then allied push priority won't change anything. Units with a greater push priority will push lesser units out of the way.
There are no such behaviours in my map :/
I also think that I phrased that poorly. I create the drop-pods myself with a custom action+trigger combo (I don't actually use the campaign built-in functions because they suck and have really poor performance). The only thing which gets moved or blocked is the units which unload.
Can the creation/instantmove of units push you over? If so, how do you prevent that? Shouldn't be the newly created/instamoved units be the ones that are glitching?
the point of precursor is to create drop pod at the nearest free space. Create Precursor means that you creating an invisible (by applying behavior with "no draw" flag) copy of desired unit before performing drop pod launch.
This how it works for infested terran ability of infestor: The first effect that fires is actualy Create Unit (called Create Precursor), not the Launch Missile as you may think. This make it so if you point the target on unpathable terrain the point will be tweaked to the closest pathable location. This prevents pushing existing units.
Basicaly this means that your drop pod unit should be created before the actual visual, just delay it's appearance.
Basicaly you need to handle drop pods as i did (basicaly as blizzard did :D and i learned) in a sample map i posted in this topic: http://www.sc2mapster.com/forums/development/map-development/88650-bosses-with-0-triggering-fun-or-shit/#p10.
You'll see that even though the drop pod offsets are strictly defined, if there are already units in that location, the drop pod lands in nearest available place and doesn't push existing units
This is some hard coded shit in Create Unit effect so probably trying to simulate it with triggers is a bad idea.....
I am only dropping Drop Pods on pathable and accessible terrain with no units on it. How is that different from the internal hardcoded Blizzard shit?