What I need:
I want to mess up the pathing of units and limit clumping, but at the same time, I want units to push through other units that have no orders (idle units), so they don't get stuck when you set a rally and a lot of units is in the same area.
For starters, I've set up all units unpushable through trigger - set alliance unpushable towards for every player towards himself.
I've also made a behaviour with periodic search effect that applies small amount of force.
I've tried all sorts of validators, Target is not moving, Is moving, Source is not moving/moving, Has no order, Has move order (ability command 2, for Hold Position I believe) etc.
However, no matter what I try, it doesn't work how I want - either it is emitted when unit is stationary, or pushes units on hold position, or stops working entirely when units are moving.
I need my units to:
- Only emit aura when the unit is moving.
- Aura does not work on units that are attacking or on hold position.
Basically, I don't know how I should set up the validators for it, where they should be placed (in behaviour? or apply force effect?), and which ones.
Any ideas?
Alright, I've made it work. If anyone is interested in less efficient pathing system, you need:
- Trigger that sets alliance aspect of player x towards player x - unpushable, for all players.
- Apply force effect (0.1-0.3 force) with a validator - target has no order
- Search effect with a validator - compare movement speed of caster, greater then 0.1, and target filter excluding enemy/neutral, self, missile, burried, structure etc. Radius of the search extended by unit radius.
- Behaviour that will run a persistent effect every short period (0.1-0.3), which is the search effect above.
Add behaviour to every unit.
This makes units push their way through units that are idling (on stop command), but get blocked by units that are holding position, attacking, patroling and other moving units.
It messes up the pathing a bit, leading to more BW-like pathing made the simple way. The only issues with it:
- has effect mostly when units are walking around obstacles/cliffs/other units.
- not as messed up as BW (could be good or bad, depending on what you want)
- when you have units and command them to move short distance in direction they are not facing, units at the back will take a curved path, as if they've tried to walk around the units in the front, as they are unpushable. It also happens when units get close to their destination. It is quite consistent, so it can be used as a micro trick to spread your units out, however it also might be a bit random and doesn't look great.
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What I need: I want to mess up the pathing of units and limit clumping, but at the same time, I want units to push through other units that have no orders (idle units), so they don't get stuck when you set a rally and a lot of units is in the same area.
For starters, I've set up all units unpushable through trigger - set alliance unpushable towards for every player towards himself. I've also made a behaviour with periodic search effect that applies small amount of force.
I've tried all sorts of validators, Target is not moving, Is moving, Source is not moving/moving, Has no order, Has move order (ability command 2, for Hold Position I believe) etc. However, no matter what I try, it doesn't work how I want - either it is emitted when unit is stationary, or pushes units on hold position, or stops working entirely when units are moving. I need my units to:
- Only emit aura when the unit is moving.
- Aura does not work on units that are attacking or on hold position.
Basically, I don't know how I should set up the validators for it, where they should be placed (in behaviour? or apply force effect?), and which ones. Any ideas?
Alright, I've made it work. If anyone is interested in less efficient pathing system, you need:
- Trigger that sets alliance aspect of player x towards player x - unpushable, for all players.
- Apply force effect (0.1-0.3 force) with a validator - target has no order
- Search effect with a validator - compare movement speed of caster, greater then 0.1, and target filter excluding enemy/neutral, self, missile, burried, structure etc. Radius of the search extended by unit radius.
- Behaviour that will run a persistent effect every short period (0.1-0.3), which is the search effect above. Add behaviour to every unit.
This makes units push their way through units that are idling (on stop command), but get blocked by units that are holding position, attacking, patroling and other moving units.
It messes up the pathing a bit, leading to more BW-like pathing made the simple way. The only issues with it:
- has effect mostly when units are walking around obstacles/cliffs/other units.
- not as messed up as BW (could be good or bad, depending on what you want)
- when you have units and command them to move short distance in direction they are not facing, units at the back will take a curved path, as if they've tried to walk around the units in the front, as they are unpushable. It also happens when units get close to their destination. It is quite consistent, so it can be used as a micro trick to spread your units out, however it also might be a bit random and doesn't look great.