Im using a WASD trigger system to move my unit around the map, but there are some areas on the map where he cant walk into. Ive checked the pathing and the nearby doodad's radius, but there is nothing wrong. he just seems unable to walk through certain areas that have nothing in them. any help?
well the doodad is a 4x4 footprint and the unit is just the normal ghost footprint, but I don't think that matters as the ghost cant even get close to the doodad.
well i'm not sure how to post the map. I looked at the uploading screen and it was kinda confusing with the licenses and all (not sure what to put). If I could get some help there, then I would gladly post the map so people could look at it.
I'm certain that it's an editor bug. I've had (and continue to have) a problem with this, where there's an area where units can't enter. The really interesting part is that there's also a small area outside the map bounds where units can go. It kinda seems like a portion of the map was moved.
If anything, one could open up the map with a MPQ editor and inspect the XML files to see what exactly is there. There has to be something to block pathing. King, just attach the map to the post.
wow lol. i cant believe i didnt see the "add attachment" button all this time :P ok well here's my map. take a look and see if you can figure it out.
erm... is it just me? or the WASD system is rather weird. I couldnt navigate myself around freely; kept on going only to two directions. the camera is ok, but the movement is rather buggy.
no the WASD trigger is fine, but now you see what i mean when i say that im hitting something like an invisible brick wall. if you keep moving out you'll move over the nearby cliff and then you can use the trigger to move around freely on the other side. for some reason i cant get the unit to move freely when im in that starting area. btw once you can move freely on the other side, if you hold down the 'W' button and rotate the camera, the unit will change direction and head toward the camera facing.
skimmed through a couple of triggers and saw something suspicious right away.
Unit - Order Ghost [184.54, 23.92] to ( Move targeting ((Position of Ghost [184.54, 23.92]) offset by (0.0, 100.0))) (Replace Existing Orders)
If you have done modding in WC3 before, you would have known that the range of 1 unit in warcraft is 100. However in SC2 it is simply 1.
I think whats happening here is.. your triggers are ordering units to move wayyy behind the map's borders. causing them to move in a weird way. I am sure that this isnt the way to do a WASD movement. you would have to create movement vectors or something like that; ordering the unit to move a distance of 1 every so often instead of just doing a 100 range point order. Check some of sc2mapster's WASD movements.
skimmed through a couple of triggers and saw something suspicious right away.
Unit - Order Ghost [184.54, 23.92] to ( Move targeting ((Position of Ghost [184.54, 23.92]) offset by (0.0, 100.0))) (Replace Existing Orders)
are you sure thats the active WASD trigger system? i have two WASD systems on that map but one of them has been deactivated. i didnt want to delete the library so i deactivated instead. the trigger you are referring to probably belongs to the deactivated WASD system, but ill check again.
edit: ya i just checked and the trigger im using is
Unit - Order Ghost [184.54, 23.92] to ( Move targeting ((Position of Ghost [184.53, 23.92]) offset by 100.0 towards ( Current camera yaw of player 1) degrees)) ( Replace Existing Orders)
the "offset by 100.0" in this trigger is a distance toward a direction rather than to a specific set point on (or off) the map. i think the trigger you are referring to is in the deactivated WASD system.
ok i fixed the problem. you were right that the 100.0 was simply too large and would probably try to make the unit target an area off map and screw up its movement. the odd thing was that the WASD trigger worked perfectly fine when there was nothing there before, but when i added the terrain and doodads it started to screw up :S well whatever im just glad it seems to be working now :D
ok i fixed the problem. you were right that the 100.0 was simply too large and would probably try to make the unit target an area off map and screw up its movement. the odd thing was that the WASD trigger worked perfectly fine when there was nothing there before, but when i added the terrain and doodads it started to screw up :S well whatever im just glad it seems to be working now :D
well, with an order extending the map bounds; the movement will appear glitchy. I had a similar problem before with unit-like projectiles; and the behavior on your WASD system was exactly similar.
Glad it works now :p
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Im using a WASD trigger system to move my unit around the map, but there are some areas on the map where he cant walk into. Ive checked the pathing and the nearby doodad's radius, but there is nothing wrong. he just seems unable to walk through certain areas that have nothing in them. any help?
@KingRadical: Go
Edge of the map? Bad WASD trigger? Bug in your computer?
no, its not the edge of the map and the trigger works perfectly fine elsewhere. I guess it could be a bug in the editor, but I really don't know :(
footprint?
@Ahli634: Go
footprint of what? the unit? the doodad? both?
well the doodad is a 4x4 footprint and the unit is just the normal ghost footprint, but I don't think that matters as the ghost cant even get close to the doodad.
still having problems with this, any help?
Well, there has to be *something*.
No doodads in area? (drag-select to see if there are invisible ones)
No explicit pathing? (select terrain pathing tool and look)
If all else fails, you could post the map or a simplified version of it.
well i'm not sure how to post the map. I looked at the uploading screen and it was kinda confusing with the licenses and all (not sure what to put). If I could get some help there, then I would gladly post the map so people could look at it.
I'm certain that it's an editor bug. I've had (and continue to have) a problem with this, where there's an area where units can't enter. The really interesting part is that there's also a small area outside the map bounds where units can go. It kinda seems like a portion of the map was moved.
If anything, one could open up the map with a MPQ editor and inspect the XML files to see what exactly is there. There has to be something to block pathing. King, just attach the map to the post.
wow lol. i cant believe i didnt see the "add attachment" button all this time :P ok well here's my map. take a look and see if you can figure it out.
erm... is it just me? or the WASD system is rather weird. I couldnt navigate myself around freely; kept on going only to two directions. the camera is ok, but the movement is rather buggy.
@Zolstice: Go
no the WASD trigger is fine, but now you see what i mean when i say that im hitting something like an invisible brick wall. if you keep moving out you'll move over the nearby cliff and then you can use the trigger to move around freely on the other side. for some reason i cant get the unit to move freely when im in that starting area. btw once you can move freely on the other side, if you hold down the 'W' button and rotate the camera, the unit will change direction and head toward the camera facing.
any ideas anyone?
sorry, I didnt see that you replied dayss ago =S
skimmed through a couple of triggers and saw something suspicious right away.
Unit - Order Ghost [184.54, 23.92] to ( Move targeting ((Position of Ghost [184.54, 23.92]) offset by (0.0, 100.0))) (Replace Existing Orders)
If you have done modding in WC3 before, you would have known that the range of 1 unit in warcraft is 100. However in SC2 it is simply 1.
I think whats happening here is.. your triggers are ordering units to move wayyy behind the map's borders. causing them to move in a weird way. I am sure that this isnt the way to do a WASD movement. you would have to create movement vectors or something like that; ordering the unit to move a distance of 1 every so often instead of just doing a 100 range point order. Check some of sc2mapster's WASD movements.
are you sure thats the active WASD trigger system? i have two WASD systems on that map but one of them has been deactivated. i didnt want to delete the library so i deactivated instead. the trigger you are referring to probably belongs to the deactivated WASD system, but ill check again.
edit: ya i just checked and the trigger im using is Unit - Order Ghost [184.54, 23.92] to ( Move targeting ((Position of Ghost [184.53, 23.92]) offset by 100.0 towards ( Current camera yaw of player 1) degrees)) ( Replace Existing Orders) the "offset by 100.0" in this trigger is a distance toward a direction rather than to a specific set point on (or off) the map. i think the trigger you are referring to is in the deactivated WASD system.
@Zolstice: Go
ok i fixed the problem. you were right that the 100.0 was simply too large and would probably try to make the unit target an area off map and screw up its movement. the odd thing was that the WASD trigger worked perfectly fine when there was nothing there before, but when i added the terrain and doodads it started to screw up :S well whatever im just glad it seems to be working now :D
well, with an order extending the map bounds; the movement will appear glitchy. I had a similar problem before with unit-like projectiles; and the behavior on your WASD system was exactly similar.
Glad it works now :p