go to the main Seting of the units ( where u select weapon and such )
go to Stats mouvement , need to set movement radius and inner radious to 0 , this will alow units to mouve trough each other but not buildings.
There is Push Priority just above Movement - Radius. Im not sure if it works how you want it to or not but i would try setting that to 0 on all your units.
Quote from Selfcreation:
go to the main Seting of the units ( where u select weapon and such ) go to Stats mouvement , need to set movement radius and inner radious to 0 , this will alow units to mouve trough each other but not buildings.
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i do not want units to move through each other as if they were not there. i want there to be collision
Quote from fortunate1:
@maverck: Go
There is Push Priority just above Movement - Radius. Im not sure if it works how you want it to or not but i would try setting that to 0 on all your units.
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push priority only does half of what i need. it will prevent other types of units pushing that unit if i set the priority high. but the same types of units can still push each other and those units can push all other units. this is also not what i want.
Yeah i actually ran into the same problem and messed around a bit after jinxxx mentioned that trigger until i found Set Alliance Aspect which does what maverck is saying which works! thank you jinxxx :D
this trigger disappeared?
Anyway to make same unit type not pushable between each other not changing those trasperancy, walking throught and other not really interesting ideas?
Tried using trigger to detect when unit have ability stop used then changing to Hold but some undesired effect occure and when adding event that when Hold ability used. then unit locks on the location...
Hi, I know I'm making an old post to come up, but this is what I'm looking for... but I have a problem.
The pathing when you can't push units with yourself is kind of messy on short distance. Eatch units calculate their own pathing depending of the position of the other units at the moment you send the order. Long story short, they try to overtake the other units, move in front of them like if they were an obstacle. So, they spread in a line before regrouping at the point of your order.
I'm trying to remake a sc1 map. In sc1, units couln't push other units and that's what I'm trying to recreate.
Is there any way to keep the pathing straight even if technically the units can't pass eatch other... I mean, is there a way to prevent the units from spreading like they do for a simple move command if you make it impossible to push your own units?
I'd like to make them move as they would in Sc1. A group of units will move together for the same command even if they can't move through eatch other. I think in sc1 it works like, there is pathing with only the Terrain and then there are collision with units... after some small testing, it seems sc2 is the same way except for one thing, things like building. Units have pathing for buildings or anything that blocks even in the fog of war. So, making the units an obstacle is like if they were all trying to reconfigure their pathing cause something is in the way.
So, it's really hard to explain and probably to fix as well. But it's easy to recreate, just open a new map and set the trigger Alliance aspect pushable off to yourself and add a couple units on the map.
Unit pathing involves pushing each unit around constantly.
Units may push through groups of units instead of going around them.
i want to completely disable this.
i dont want any unit. of any alliance. pushing anything.
does anyone know of a way to do this?
@maverck: Go
I would assume giving the units an unpathable terrain footprint would achieve that. not entirely sure though
wouldn't giving them a footprint prevent them from moving at all?
*EDIT*
yes it does
i need units to be able to move. but not push other units.
go to the main Seting of the units ( where u select weapon and such ) go to Stats mouvement , need to set movement radius and inner radious to 0 , this will alow units to mouve trough each other but not buildings.
@maverck: Go
There is Push Priority just above Movement - Radius. Im not sure if it works how you want it to or not but i would try setting that to 0 on all your units.
Quote from Selfcreation:
go to the main Seting of the units ( where u select weapon and such ) go to Stats mouvement , need to set movement radius and inner radious to 0 , this will alow units to mouve trough each other but not buildings.
----
i do not want units to move through each other as if they were not there. i want there to be collision
Quote from fortunate1:
@maverck: Go
There is Push Priority just above Movement - Radius. Im not sure if it works how you want it to or not but i would try setting that to 0 on all your units.
----
push priority only does half of what i need. it will prevent other types of units pushing that unit if i set the priority high. but the same types of units can still push each other and those units can push all other units. this is also not what i want.
bump in hopes someone has discovered a way
i know how to disable it so that allys cant push you, But for your own units i have no idea.
in my map i use a trigger to set all players to an array variable, after setting each player to a variable..
there is a trigger that goes something like this
-Make each player from FORCE[1] treat eachother as ally with shared vision and pushable.
You see that pushable part? Remove it and you wont be able to be pushed by allys anymore.
@Jinxxx123: Go
if only there was an option to trigger this for all units irregardless of alliance
you know whats stupid.
who'd have thought setting the trigger "Player - Turn player 1 Pushable Off towards player 1" would do exactly what i was after...
thank you anyway.
Yeah i actually ran into the same problem and messed around a bit after jinxxx mentioned that trigger until i found Set Alliance Aspect which does what maverck is saying which works! thank you jinxxx :D
@maverck: Go
this trigger disappeared?
Anyway to make same unit type not pushable between each other not changing those trasperancy, walking throught and other not really interesting ideas?
Tried using trigger to detect when unit have ability stop used then changing to Hold but some undesired effect occure and when adding event that when Hold ability used. then unit locks on the location...
Hi, I know I'm making an old post to come up, but this is what I'm looking for... but I have a problem.
The pathing when you can't push units with yourself is kind of messy on short distance. Eatch units calculate their own pathing depending of the position of the other units at the moment you send the order. Long story short, they try to overtake the other units, move in front of them like if they were an obstacle. So, they spread in a line before regrouping at the point of your order.
I'm trying to remake a sc1 map. In sc1, units couln't push other units and that's what I'm trying to recreate.
Is there any way to keep the pathing straight even if technically the units can't pass eatch other... I mean, is there a way to prevent the units from spreading like they do for a simple move command if you make it impossible to push your own units?
I'd like to make them move as they would in Sc1. A group of units will move together for the same command even if they can't move through eatch other. I think in sc1 it works like, there is pathing with only the Terrain and then there are collision with units... after some small testing, it seems sc2 is the same way except for one thing, things like building. Units have pathing for buildings or anything that blocks even in the fog of war. So, making the units an obstacle is like if they were all trying to reconfigure their pathing cause something is in the way.
So, it's really hard to explain and probably to fix as well. But it's easy to recreate, just open a new map and set the trigger Alliance aspect pushable off to yourself and add a couple units on the map.
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@Scbroodsc2: Go
Units in SC1 did not move together.......
They all moved at their own speed
In WC3 you could set units to move as a group or not......
@SouLCarveRR: Go
I'm not talking of W3 in any way??
Working on projects: