I have managed to get most units not to fire over a supply depot that has the pathing blocker and vision blocker on its footprint. Most work now when I set the mover of the unit to Ground and the weapon's melee flag, but some units such as the Photon Cannon still fire over when they get vision and its doing my head in. Even air units when changed to ground mover and melee option enabled cant fire over the supply depots.
This really only happens when I have allied vision over the supply depots, which there is no way of getting around, anyone have any ideas on how to fix this problem? I have a feeling it has something to do with the mover as the Weapon data is very similar for the cannon to the marauder weapon yet a marauder can't fire over the supply depot but photon cannons can.
There was a unit's field, something like 'overridable planes' when you can check and uncheck values like 'air', 'land', 'colossus', and some others. (Don't have the editor to check its exact name). I think, your missile's mover must have the same values, as the depot has, to be unable to move over it. I'm not sure, but u can try.
Depends on which set of parameters you want. The field on the mover is linked to the properties of Footprints (e.g. resource proximity, creep, LoS blocker...), this is not what you want for this problem, but could probably be used too.
On the unit itself, in the category Movement, there's the Collision+ field. This controls the collision planes you want, including structures, burrowed movement and colossus cliffscaling. You probably want to check Structure.
From what I can see, none of the projectiles have the collide set, is there another field that might work? I assume it has something to do with the actual mover.
What do you mean, "not have the collide set"? The field exists for missiles. Of course it's blank by default, because missiles aren't supposed to collide with anything.
Oh, and in case you're new, make sure to enable "show standard values" and "show advanced values" via the orange buttons at the top of the data editor module.
Movers only control the movement, when it's allowed, they can't decide where the moving object can or can't move. The moving object itself interacts with surrounding objects through its Collision+ filter. Have your tried to check 'air' for both depot's and missile's Collision+ field? I'm pretty sure it must work. At least it may cause misslile to fly around the depot. But maybe it will make units to refuse to shoot over the depots, I'm not sure.
If you want to consume a realy good portion of knowledge, you can check Kueken's Fireball tutorial, where everything is described concerning missile collisions. If you repeat the example, missile will try to fly over the depot, but get destroyed due to collision with it.
Well fiddling with that field didn't work. I tried ticking structure and ground on the projectile but it went right through it, I might check out that tutorial that makes stuff collide with buildings.
Hi guys,
I have managed to get most units not to fire over a supply depot that has the pathing blocker and vision blocker on its footprint. Most work now when I set the mover of the unit to Ground and the weapon's melee flag, but some units such as the Photon Cannon still fire over when they get vision and its doing my head in. Even air units when changed to ground mover and melee option enabled cant fire over the supply depots.
This really only happens when I have allied vision over the supply depots, which there is no way of getting around, anyone have any ideas on how to fix this problem? I have a feeling it has something to do with the mover as the Weapon data is very similar for the cannon to the marauder weapon yet a marauder can't fire over the supply depot but photon cannons can.
Anyone have any ideas?
Bump
Anyone?
There was a unit's field, something like 'overridable planes' when you can check and uncheck values like 'air', 'land', 'colossus', and some others. (Don't have the editor to check its exact name). I think, your missile's mover must have the same values, as the depot has, to be unable to move over it. I'm not sure, but u can try.
Where is this field do you remember? In movers or under the unit?
Depends on which set of parameters you want. The field on the mover is linked to the properties of Footprints (e.g. resource proximity, creep, LoS blocker...), this is not what you want for this problem, but could probably be used too.
On the unit itself, in the category Movement, there's the Collision+ field. This controls the collision planes you want, including structures, burrowed movement and colossus cliffscaling. You probably want to check Structure.
under unit, the one Photoloss mentioned
From what I can see, none of the projectiles have the collide set, is there another field that might work? I assume it has something to do with the actual mover.
What do you mean, "not have the collide set"? The field exists for missiles. Of course it's blank by default, because missiles aren't supposed to collide with anything.
Oh, and in case you're new, make sure to enable "show standard values" and "show advanced values" via the orange buttons at the top of the data editor module.
Movers only control the movement, when it's allowed, they can't decide where the moving object can or can't move. The moving object itself interacts with surrounding objects through its Collision+ filter. Have your tried to check 'air' for both depot's and missile's Collision+ field? I'm pretty sure it must work. At least it may cause misslile to fly around the depot. But maybe it will make units to refuse to shoot over the depots, I'm not sure.
If you want to consume a realy good portion of knowledge, you can check Kueken's Fireball tutorial, where everything is described concerning missile collisions. If you repeat the example, missile will try to fly over the depot, but get destroyed due to collision with it.
Well fiddling with that field didn't work. I tried ticking structure and ground on the projectile but it went right through it, I might check out that tutorial that makes stuff collide with buildings.
Bump