I have run into three bugs that I cannot seem to get to work properly. The first is unit collision. I needed a wall that only enemy units can pass through, so I created a wall using a neutral unit of debris. I also created a wall around the map using sandbags. The player's units properly collide, but the enemy units seem to decide when they can and can't collide. I've seen them "fly" over the sandbags and metal gates, yet most of the time they refuse to pass over the debris. Here's the list of units and their collisions:
Baneling/Ultralisk (Enemy's units): Collisions: Flying; Movement Plane Array: Air
Sandbags/Gates (wall to both players): Collisions: Burrow, Ground, Structure, & Flying; Movement Plane Array: Ground/Air
Debris (wall to Player only): Collisions: Ground; Movement Plane Array: Ground
All the unused options are unchecked. Before I had the opposite problem where units were able to pass through units that they were suppose to collide with.
Additionally, I am having a problem with gates. I am using Metal Gates that are opened and closed by a trigger. The gates have a sped up animation and they are given 1.5 seconds by the trigger before they are told to shut. However, the gates have some kind of cooldown as they close about 3 seconds after they were issued the order by the trigger. Is it a cool down in the data for gates and/or abilities doing this or is there a problem with how the game operates gates/doors?
I hope you have a very good reason for using "flying" as a validator for your ground units, because this will result in some odd behaviour.
As a note, units with "flying" collision, don't collide with other flying units. They merely separate when idle.
Instead, use, say, "Unused Ground 14" for your Terran stuff, and "Unused Ground 15" for your Zerg stuff.
Set your debris to "Unused Ground 14" (same as Terran units).
Set your sandbags/gates to "Unused Ground 14" and "Unused Ground 15". This will cause both Terran and Zerg to collide with it.
Note that all of the above is moot if your units use footprints. All footprints must be removed for this to work (it can be done with footprints, but it's much more complicated and requires XML editing).
As for your gates, it'll be part of the gate's open/close ability. Simply find that ability in the ability tab, and remove it's cooldown from it's Cost+ section.
Thanks for the help Tya, it was the footprints that was messing with the collisions. I had made the units flying since the collision options were not showing any signs of working because of the footprints.
However, the gates do not appear to have a cooldown associated with the ability. I had sped up the model's animation speed to make the gates open/close faster, but I will guess that there is also a speed for the ability? If anyone knows what field I am looking for I would appreciate the answer.
The footprint applying is based on the various phases of the Morph ability used for them opening/closing. You can alter animation timescale using various events.
For a demo gate look at the zerg gate under my data assets.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
The delay is due to the ability being a Morph ability. I managed a work around of placing duplicate gates at the same location and alternating which gate is closed and opened in the trigger.
Thanks for the demo offer SuperEvil, but I'll stick with the novice method for now.
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I have run into three bugs that I cannot seem to get to work properly. The first is unit collision. I needed a wall that only enemy units can pass through, so I created a wall using a neutral unit of debris. I also created a wall around the map using sandbags. The player's units properly collide, but the enemy units seem to decide when they can and can't collide. I've seen them "fly" over the sandbags and metal gates, yet most of the time they refuse to pass over the debris. Here's the list of units and their collisions:
All the unused options are unchecked. Before I had the opposite problem where units were able to pass through units that they were suppose to collide with.
Additionally, I am having a problem with gates. I am using Metal Gates that are opened and closed by a trigger. The gates have a sped up animation and they are given 1.5 seconds by the trigger before they are told to shut. However, the gates have some kind of cooldown as they close about 3 seconds after they were issued the order by the trigger. Is it a cool down in the data for gates and/or abilities doing this or is there a problem with how the game operates gates/doors?
I hope you have a very good reason for using "flying" as a validator for your ground units, because this will result in some odd behaviour.
As a note, units with "flying" collision, don't collide with other flying units. They merely separate when idle.
Instead, use, say, "Unused Ground 14" for your Terran stuff, and "Unused Ground 15" for your Zerg stuff.
Set your debris to "Unused Ground 14" (same as Terran units).
Set your sandbags/gates to "Unused Ground 14" and "Unused Ground 15". This will cause both Terran and Zerg to collide with it.
Note that all of the above is moot if your units use footprints. All footprints must be removed for this to work (it can be done with footprints, but it's much more complicated and requires XML editing).
As for your gates, it'll be part of the gate's open/close ability. Simply find that ability in the ability tab, and remove it's cooldown from it's Cost+ section.
Thanks for the help Tya, it was the footprints that was messing with the collisions. I had made the units flying since the collision options were not showing any signs of working because of the footprints.
However, the gates do not appear to have a cooldown associated with the ability. I had sped up the model's animation speed to make the gates open/close faster, but I will guess that there is also a speed for the ability? If anyone knows what field I am looking for I would appreciate the answer.
Which gate (or gate ability) are you using?
The footprint applying is based on the various phases of the Morph ability used for them opening/closing. You can alter animation timescale using various events.
For a demo gate look at the zerg gate under my data assets.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
The delay is due to the ability being a Morph ability. I managed a work around of placing duplicate gates at the same location and alternating which gate is closed and opened in the trigger.
Thanks for the demo offer SuperEvil, but I'll stick with the novice method for now.