So basicly what I want is to force some units to go attack another unit, and if he can't reach it, he will start destroying blocking buildings. Just like in any maze td or Kodo Tag(from wc3). So the question is: how to do that?
I made a trigger
But it appears that the unit ignores blocking buildings and tries to walk through them.
I've got an idea. Is it possible to create unit on top of another unit? If so I can spawn pathing blocker (or any invisible unit). Tried to do that using
Unit - Creat 1 Unit for player (owner of unit(triggering unit)) at (position of(triggering unit)).
But then it doesn't spawn it on top of the unit, it spawns at nearest possible position (even if ground-no spawn is unchecked in the footprint).
Make a new footprint that blocks pathing normally as the usual footprint, but leave the supply depots "Footprint (Placement)" field empty, I think that should work.
Umm. Do you mean to do like that?
If I do that, then I won't be even able to build a depot. :O
Hi.
I needed a possibility to build on ramps, so I removed a pathing footprint, and now building is using its radius, not footprint squares(because units were able to walk through the building). Now everything is ok except now it messes up a path finding for big units.
With Pathing Footprint
Its ok
Without Pathing Footprint (using radius)
He is trying to walk between two supply depots. There is a space, but small, for smaller units.
Little side-note:
I don't think that not active players can press dialog buttons, thus your second condition would always return true, thus it's unneeded.
Haha, yeah, I knew somebody will say that, but I was too lazy to delete it :D
I have a character selection dialog(that lasts 20 seconds). When player chooses a character It creates a unit that belongs to the triggering player.
What I want is that when timer expires It will make a character for each player who didn't select a character. For instance I can make a player group of those who didn't select a character, but how do I spawn a unit for each player in this group? Any ideas?
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@BasharTeg: Go Doesn't seem like that
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Actually there is no "atack move" in abilities when I give orders(prolly because I use targeting ability). There is only "Attack"
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So basicly what I want is to force some units to go attack another unit, and if he can't reach it, he will start destroying blocking buildings. Just like in any maze td or Kodo Tag(from wc3). So the question is: how to do that?
I made a trigger
But it appears that the unit ignores blocking buildings and tries to walk through them.
Thanks in advance.
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Horay! That works perfectly! Thanks to everyone!
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@xil_theMINISTER: Go
ahh! Yes there is such option in the action. Thanks! Gonna try it now
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I've got an idea. Is it possible to create unit on top of another unit? If so I can spawn pathing blocker (or any invisible unit). Tried to do that using
Unit - Creat 1 Unit for player (owner of unit(triggering unit)) at (position of(triggering unit)).
But then it doesn't spawn it on top of the unit, it spawns at nearest possible position (even if ground-no spawn is unchecked in the footprint).
So, any ideas how to do that?
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@Andytang14: Go
Your Ability->Stats->Flags
Check if "Allow movement" box is checked.
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@Ranakastrasz: Go
No. If pathing footprint is filled, then building won't use its radius, so units will be able to walk through it.
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Aww, thanks :D
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@TheAlmaity: Go I'm not quite sure what do you mean.
Thats how it looks without palcement footprint. (settings that i showed before)
Here are settings that I use (to build on ramps) (No build is unchecked)
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Umm. Do you mean to do like that?
If I do that, then I won't be even able to build a depot. :O
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Hi.
I needed a possibility to build on ramps, so I removed a pathing footprint, and now building is using its radius, not footprint squares(because units were able to walk through the building). Now everything is ok except now it messes up a path finding for big units.
With Pathing Footprint
Its ok
Without Pathing Footprint (using radius)
He is trying to walk between two supply depots. There is a space, but small, for smaller units.
Any ideas how to deal with that? Thanks.
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Thank you! Thats exactly what I needed.
Haha, yeah, I knew somebody will say that, but I was too lazy to delete it :D
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Hi. Here's my problem:
I have a character selection dialog(that lasts 20 seconds). When player chooses a character It creates a unit that belongs to the triggering player.
What I want is that when timer expires It will make a character for each player who didn't select a character. For instance I can make a player group of those who didn't select a character, but how do I spawn a unit for each player in this group? Any ideas?
Thanks.
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@BorgDragon: Go
That works, but there are too many sounds to change :( It will be very long that way
Edit: And also sounds don't fade by X and Y.