Lets say you have a truck or car that is like a rectangle and is long in length but not in width
The collision is only a sphere so the front and the back will clip with other units...
Is there any way to make the collision size different such as a rectangle?
Perhaps attaching a dummy unit in the front and back of the the truck so the collision would be 3 spheres in a row instead of jsut 1 sphere (is it even possible to attach units like this and retain all 3 units collision radius?)
just attaching models wont work cause models dont have collision radius right?
Well, you could make it so that when the unit is created in automatically creates to hidden units which are constantly being moved to offsets in front and behind your unit. The dummy units would have an extremely high movement and acceleration and deceleration so that it would appear to always be in the way. You could also make a teleport effect that constantly teleports the dummy units into the right places.
Don't use teleports, if the destination is blocked they will always drop the teleported unit elsewhere, or fail, as opposed to pushing the blocking unit.
I don't know how to mess the host's pathing, all of the described methods would allow the "composite unit" to move based only on its core collision sphere and either push blocking units aside or drag its other "parts" sideways against walls etc. Basically the unit sees itself as the main sphere, other units also see the additional collision objects, and terrain displaces the collision helpers with no negative impact on the host unit.
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Lets say you have a truck or car that is like a rectangle and is long in length but not in width
The collision is only a sphere so the front and the back will clip with other units...
Is there any way to make the collision size different such as a rectangle?
Perhaps attaching a dummy unit in the front and back of the the truck so the collision would be 3 spheres in a row instead of jsut 1 sphere (is it even possible to attach units like this and retain all 3 units collision radius?)
just attaching models wont work cause models dont have collision radius right?
Well, you could make it so that when the unit is created in automatically creates to hidden units which are constantly being moved to offsets in front and behind your unit. The dummy units would have an extremely high movement and acceleration and deceleration so that it would appear to always be in the way. You could also make a teleport effect that constantly teleports the dummy units into the right places.
@Spoolofwhool: Go
Could use an Arm Magazine ability like the broodlord to do that.
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
Don't use teleports, if the destination is blocked they will always drop the teleported unit elsewhere, or fail, as opposed to pushing the blocking unit.
I don't know how to mess the host's pathing, all of the described methods would allow the "composite unit" to move based only on its core collision sphere and either push blocking units aside or drag its other "parts" sideways against walls etc. Basically the unit sees itself as the main sphere, other units also see the additional collision objects, and terrain displaces the collision helpers with no negative impact on the host unit.