after i set Movement - Pathing variables, i had to set turret to free rotating, that made unit fire in all directions, then to cause unit to face target when shooting i used a trigger.
Unit - Any Unit is attacked Unit - Make (Attacking Unit) face (Position of (Triggering unit)) over 0.0 seconds
How can I make marine attack properly with Movement - Pathing Footprint set to 2x2 ?
I want to use a unit, like marine, in a TD. I need the unit to act as a pathing blocker and build like a building.
these:
Movement - Pathing Footprint
Movement - Pathing Footprint - Placement
almost work, but then my unit barely fires. Maybe he can't turn after that or something.
i also set marine in my SCV - Build ability, that works fine, it doesnt care if it's a unit or a building.
the pathing footprints both need to be set for it to restict overlapping builds properly
Movement - Pathing Footprint - Placement works, and it builds properly, but theres no path blocking for mazes, when i add Movement - Pathing Footprint - Placement - 2x2, thats when the attack breaks.
0
solved, mostly.
after i set Movement - Pathing variables, i had to set turret to free rotating, that made unit fire in all directions, then to cause unit to face target when shooting i used a trigger.
Unit - Any Unit is attacked Unit - Make (Attacking Unit) face (Position of (Triggering unit)) over 0.0 seconds
0
How can I make marine attack properly with Movement - Pathing Footprint set to 2x2 ?
I want to use a unit, like marine, in a TD. I need the unit to act as a pathing blocker and build like a building. these:
Movement - Pathing Footprint
Movement - Pathing Footprint - Placement
almost work, but then my unit barely fires. Maybe he can't turn after that or something.
i also set marine in my SCV - Build ability, that works fine, it doesnt care if it's a unit or a building. the pathing footprints both need to be set for it to restict overlapping builds properly
Movement - Pathing Footprint - Placement works, and it builds properly, but theres no path blocking for mazes, when i add Movement - Pathing Footprint - Placement - 2x2, thats when the attack breaks.