I have a bit of an issue with a map I am working on. My map is just a standard melee map (mostly geared towards player vs ai). The map has some high mountians in the middle part of the map (256x256). I would like to make some of the mountians unpassable by air units. I have tried using the no fly zone pathing tool but I am finding the AI is getting confused when it approaches the no fly zone (ie the mountian). I am testing with a group of air units, when they encounter my "no fly zone", they get confused and either split up and go in opposite directions or they just stop and glitch out. The no fly zone is quite large so I had to use a bunch of no fly zone objects to block off the area. I find no fly zone works great for small areas but I am not having any luck with the larger areas. Is there another way to create a no fly zone? I tried setting up a region and giving it a playable area action via trigger but it didn't work. Is there any scripts/techniques that can be used to create a "large" no fly zone that doesn't confuse the AI?
I appreciate any help and thank you in advance for your replies!
As far as I know, there is no way to make a true no-fly-zone that doesn't screw up the pathing of air units, short of writing your own pathfinding algorithm using triggers. The best you can do is to make the no-fly-zone as smooth and round as possible so the air units don't get stuck while passing around it.
Thanks for the reply. Yea, I figured I was pretty well stuck with the tools available. I tried a few different no-fly zone setups. I had them positioned as smoothly as possible but I find the AI just isn't smart enough to negotiate them, I eventually just retooled the map I was working on...now air power will change the coarse of the battle. I hope blizz will eventually make no fly zones pathing the same way normal pathing works. It would make things much easier. For now, I just have to design my maps with the no fly zone in mind.
Thanks for the reply. Yea, I figured I was pretty well stuck with the tools available. I tried a few different no-fly zone setups. I had them positioned as smoothly as possible but I find the AI just isn't smart enough to negotiate them, I eventually just retooled the map I was working on...now air power will change the coarse of the battle. I hope blizz will eventually make no fly zones pathing the same way normal pathing works. It would make things much easier. For now, I just have to design my maps with the no fly zone in mind.
I was highly disapointed that they removed the pathing layers from Wc3. In Wc3, you had, Water, Land, Air, and Buildable pathing, with some units also being Amphibious (water + land), and Buildings requireing buildable pathing for construction.
In sc2, We have, Land, Cliff, and Buildable pathing. (Cliff for Reaper/collosus) And some crappy pathing blockers, that dont work half the time.
So yea, I am disappoint.
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Hi all!
I have a bit of an issue with a map I am working on. My map is just a standard melee map (mostly geared towards player vs ai). The map has some high mountians in the middle part of the map (256x256). I would like to make some of the mountians unpassable by air units. I have tried using the no fly zone pathing tool but I am finding the AI is getting confused when it approaches the no fly zone (ie the mountian). I am testing with a group of air units, when they encounter my "no fly zone", they get confused and either split up and go in opposite directions or they just stop and glitch out. The no fly zone is quite large so I had to use a bunch of no fly zone objects to block off the area. I find no fly zone works great for small areas but I am not having any luck with the larger areas. Is there another way to create a no fly zone? I tried setting up a region and giving it a playable area action via trigger but it didn't work. Is there any scripts/techniques that can be used to create a "large" no fly zone that doesn't confuse the AI?
I appreciate any help and thank you in advance for your replies!
As far as I know, there is no way to make a true no-fly-zone that doesn't screw up the pathing of air units, short of writing your own pathfinding algorithm using triggers. The best you can do is to make the no-fly-zone as smooth and round as possible so the air units don't get stuck while passing around it.
@Abion47: Go
Thanks for the reply. Yea, I figured I was pretty well stuck with the tools available. I tried a few different no-fly zone setups. I had them positioned as smoothly as possible but I find the AI just isn't smart enough to negotiate them, I eventually just retooled the map I was working on...now air power will change the coarse of the battle. I hope blizz will eventually make no fly zones pathing the same way normal pathing works. It would make things much easier. For now, I just have to design my maps with the no fly zone in mind.
Just use the smaller No fly zones to make a larger one
I was highly disapointed that they removed the pathing layers from Wc3. In Wc3, you had, Water, Land, Air, and Buildable pathing, with some units also being Amphibious (water + land), and Buildings requireing buildable pathing for construction.
In sc2, We have, Land, Cliff, and Buildable pathing. (Cliff for Reaper/collosus) And some crappy pathing blockers, that dont work half the time.
So yea, I am disappoint.