Untitled Trigger 004 Events Timer - Every 2.0 seconds of Game Time Local Variables Conditions Actions Unit Group - Pick each unit in (Any units in (Entire map) owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions) Actions Unit - Order (Picked unit) to ( Move targeting Point 014) (Replace Existing Orders)
Makes units move
Untitled Trigger 015 Events Unit - Any Unit uses Move at Generic1 - Any stage (Ignore shared abilities) Local Variables Conditions (Owner of (Triggering unit)) == 15 Actions General - If (Conditions) then do (Actions) else do (Actions) If ((Position of (Triggering unit)) and Point 014 are connected by pathing) == False Then Unit - Order (Triggering unit) to ( Patrol targeting Point 014) (Replace Existing Orders) Else
*Supposed* to make the creeps check every 2 seconds if the path is passable, but it's not working. The problem is they remain connected by pathing despite there being units blocking their path, so the condition isn't being met. I'm searching for a way to check if their path is blocked by either units or structures, so they know whether they need to attack or just move through mazes
Untitled Trigger 020 Events Unit - Any Unit uses Patrol at Generic1 - Any stage (Ignore shared abilities) Local Variables Conditions (Owner of (Triggering unit)) == 15 Actions General - If (Conditions) then do (Actions) else do (Actions) If ((Position of (Triggering unit)) and Point 014 are connected by pathing) == True Then Unit - Order (Triggering unit) to ( Move targeting Point 014) (Replace Existing Orders) Else
Not sure, but I think if you just order them to move once instead of every 2 seconds, they would eventually become idle if they get stuck, so they'd attack automatically.
Make sure the building footprints are flush square with the placement grid. It is possible there are tiny gaps which are big enough for the path finder to find a route through but too small for any unit to practically fit through.
Units are not always factored in by the path finder since unit on unit collision is more physics based. In such case I recommend placing all player controlled units on a different collision layer so they cannot be used to block the walkers.
Instead of killing the players maze in the case of a blockage, detect when they try to make a blockage (eg placing the final building to make a solid wall) and then cancel that building. This is far more user friendly as it does not heavily punish accidental blocking.
Makes units move
*Supposed* to make the creeps check every 2 seconds if the path is passable, but it's not working. The problem is they remain connected by pathing despite there being units blocking their path, so the condition isn't being met. I'm searching for a way to check if their path is blocked by either units or structures, so they know whether they need to attack or just move through mazes
Not sure, but I think if you just order them to move once instead of every 2 seconds, they would eventually become idle if they get stuck, so they'd attack automatically.
Make sure the building footprints are flush square with the placement grid. It is possible there are tiny gaps which are big enough for the path finder to find a route through but too small for any unit to practically fit through.
Units are not always factored in by the path finder since unit on unit collision is more physics based. In such case I recommend placing all player controlled units on a different collision layer so they cannot be used to block the walkers.
Instead of killing the players maze in the case of a blockage, detect when they try to make a blockage (eg placing the final building to make a solid wall) and then cancel that building. This is far more user friendly as it does not heavily punish accidental blocking.
Working nicely now, thanks guys.