Im trying to make a unit that pushes all other units away. Ive figured out the push priority, but sometimes the unit still is stopped, for example when a unit is affected by fungal growth, by tanks, or similar effects. Is there any way to prevent this?
Im not talking of the unit per se. Ive made sure that it does not get rooted by the fungal or similar effects. But when a unit has fungal growth on it, it no longer pushes the unit out of its way.
Have you tried adding a buff with move checked under 'Ability classes enabled', to reenable movement for the duration of your push effect?
I think this might just control whether or not the move command button is grayed out... but its worth trying.
If that doesn't work you might also try the 'Enable move' under Behavior-Modify Flags.
Its not that the unstoppable unit is stopped by for example fungal. Its that any unit affected by fungal becomes immobile and "blocks" the Unstoppable units path, instead of moving out of the way.
It's impossible to make a unit that pushes sieged tanks, because they are classed as structures by the pathing engine.
You can change this by removing the footprint from sieged tanks instead.
You'll have to manually alter fungal growth too. Add a validator onto the "apply fungal growth" effect that doesn't allow for your unit. You'll have to add a validator for every one of your desired units.
You'll probably want to do the same for concussive shells too, unless you're fine with slow effects.
Well, the slowing and the validators are already taken care of! So the unstoppable unit is not affected by fungals, slowing effects and alike! :)
The problem still seems to be how to make a unit >"immobile"< but still make it so that it moves out of the way when the Unstoppable unit moves through. It works perfectly when theyre not immobile, but as soon as they are not allowed to move the pathing of the unstoppable unit starts to fend away.
So in short. No fungal on a pushable unit, works fine, fungal (or any other immobilizing effects) on a pushable unit blocks the unstoppable units path.
You could add a behavior with the "Suppress Collision" flag to your unit, this means it doesn't collide with units, only with terrain and footprints like buildings and siege tanks.
How about just having fungal snare the units 99% instead of suppressing movement? That should be immobile enough without being 'immobile'.
I think you misunderstood the point of my earlier suggestions. I was suggesting ways that a new buff might be able to overwrite the suppress movement flag of the fungal type buff. Anyways, I decided to test it myself and neither of the suggestions I gave worked, so this may just be impossible.
Also, DrSuperEvil's suggestion would work fine. Just take the units you want to be able to push and apply a buff which disables (manually by name) each of the buffs which 'suppress movement'. Of course this would require you to periodically find all units nearby your uberpusher unit and apply the buff to them. So the snare solution might be more elegant.
Yeah, that have been the closest to the sollution ive found. Making them move at 99% of their speed. The problem is when two of those buffs stack, as 0.01 seems to be the slowest a unit can move before it becomes immobile. Also, instead of moving out of the way, the superpusher just "moves right through" the units instead. But if i were to make the "superpusher" walk through, that would atleast be a sollution :)
Im sorry if i misunderstand, english is not my main language ^-^
About DrSuperEvils suggestion when clarified, that could work!- I will try it out and come back. My fear is that unit not affected by the "superpusher" will still be immobile and hence not allow the pushable units to move out of the way. So basicly, it will be the same deals, except now its the second unit thats blocking.
A last sollution ive thought of is if you can actually have a behaviour that pushes all units away. However, im not very good with force effects, so im not sure how this would work.
You can also snare using 'Movement Speed Maximum' instead of using 'Movement Speed Multiplier'.
I think if you set 'Movement Speed Minimum' and 'Movement Speed Maximum' to something like 0.01 you shouldn't ever have to worry about multiple things stacking and causing immobilization.
Also I am surprised that snaring would cause the units to fail to move out of the way fast enough when being pushed by the superpusher... are you mistakenly using the Acceleration Multiplier instead of the Movement Speed Multiplier?
Back to DrSuperEvil's suggestion: The second unit shouldn't be able to block the superpusher even if the second unit is itself unable to move out of the way. They should just end up overlapping with the superpusher still completely free to move.
Also, If I recall correctly forces can't push immobile units either, so I doubt that they will work... but my memory has proven itself unreliable on many occasions, hehe.
Im trying to make a unit that pushes all other units away. Ive figured out the push priority, but sometimes the unit still is stopped, for example when a unit is affected by fungal growth, by tanks, or similar effects. Is there any way to prevent this?
Thanks in advance :)
There was an unstoppable flag added in a recent patch with no known function.
You could always give a buff that disables/removes all impeding buffs.
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
@DrSuperEvil: Go
Im not talking of the unit per se. Ive made sure that it does not get rooted by the fungal or similar effects. But when a unit has fungal growth on it, it no longer pushes the unit out of its way.
Have you tried adding a buff with move checked under 'Ability classes enabled', to reenable movement for the duration of your push effect? I think this might just control whether or not the move command button is grayed out... but its worth trying.
If that doesn't work you might also try the 'Enable move' under Behavior-Modify Flags.
@intanjir: Go
Its not that the unstoppable unit is stopped by for example fungal. Its that any unit affected by fungal becomes immobile and "blocks" the Unstoppable units path, instead of moving out of the way.
It's impossible to make a unit that pushes sieged tanks, because they are classed as structures by the pathing engine.
You can change this by removing the footprint from sieged tanks instead.
You'll have to manually alter fungal growth too. Add a validator onto the "apply fungal growth" effect that doesn't allow for your unit. You'll have to add a validator for every one of your desired units.
You'll probably want to do the same for concussive shells too, unless you're fine with slow effects.
@TyaStarcraft: Go
Ah, so that explains the siegetanks! :D
Well, the slowing and the validators are already taken care of! So the unstoppable unit is not affected by fungals, slowing effects and alike! :)
The problem still seems to be how to make a unit >"immobile"< but still make it so that it moves out of the way when the Unstoppable unit moves through. It works perfectly when theyre not immobile, but as soon as they are not allowed to move the pathing of the unstoppable unit starts to fend away.
So in short. No fungal on a pushable unit, works fine, fungal (or any other immobilizing effects) on a pushable unit blocks the unstoppable units path.
You could add a behavior with the "Suppress Collision" flag to your unit, this means it doesn't collide with units, only with terrain and footprints like buildings and siege tanks.
How about just having fungal snare the units 99% instead of suppressing movement? That should be immobile enough without being 'immobile'.
I think you misunderstood the point of my earlier suggestions. I was suggesting ways that a new buff might be able to overwrite the suppress movement flag of the fungal type buff. Anyways, I decided to test it myself and neither of the suggestions I gave worked, so this may just be impossible.
Also, DrSuperEvil's suggestion would work fine. Just take the units you want to be able to push and apply a buff which disables (manually by name) each of the buffs which 'suppress movement'. Of course this would require you to periodically find all units nearby your uberpusher unit and apply the buff to them. So the snare solution might be more elegant.
@intanjir: Go
Yeah, that have been the closest to the sollution ive found. Making them move at 99% of their speed. The problem is when two of those buffs stack, as 0.01 seems to be the slowest a unit can move before it becomes immobile. Also, instead of moving out of the way, the superpusher just "moves right through" the units instead. But if i were to make the "superpusher" walk through, that would atleast be a sollution :)
Im sorry if i misunderstand, english is not my main language ^-^
About DrSuperEvils suggestion when clarified, that could work!- I will try it out and come back. My fear is that unit not affected by the "superpusher" will still be immobile and hence not allow the pushable units to move out of the way. So basicly, it will be the same deals, except now its the second unit thats blocking.
A last sollution ive thought of is if you can actually have a behaviour that pushes all units away. However, im not very good with force effects, so im not sure how this would work.
As you said, you could always apply a Apply Force effect using buff to the pushing unit too.
Just look at the jostle buff from my harvest ability simulation map or my digital peril experimental map.
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
@Softcloner: Go
You can also snare using 'Movement Speed Maximum' instead of using 'Movement Speed Multiplier'. I think if you set 'Movement Speed Minimum' and 'Movement Speed Maximum' to something like 0.01 you shouldn't ever have to worry about multiple things stacking and causing immobilization. Also I am surprised that snaring would cause the units to fail to move out of the way fast enough when being pushed by the superpusher... are you mistakenly using the Acceleration Multiplier instead of the Movement Speed Multiplier?
Back to DrSuperEvil's suggestion: The second unit shouldn't be able to block the superpusher even if the second unit is itself unable to move out of the way. They should just end up overlapping with the superpusher still completely free to move.
Also, If I recall correctly forces can't push immobile units either, so I doubt that they will work... but my memory has proven itself unreliable on many occasions, hehe.
That and patches tend to totally alter stuff.
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
@DrSuperEvil: Go
Im pretty sure ive been setting their speed, and not their acceleration :)
Will try some of the suggestions and see if they work like i want them to ^-^
And if nothing works as planned, i will most probably use intanjirs suggestion about using max speed!
Thanks for all the help forum! :)