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Is it possible?
Also while I'm here, has anyone gotten the timer function to work properly?
<<reply 97621>>
PathingModify(region inArea, int inType, bool inAdd);PathingUpdate();PathingReset();
What do you mean working properly? timers work just fine
Well I know some time ago people had issues with them, and to this day I'm still yet to see a single map with a working timer. I could be wrong though, I'll take a look at them today.
Use global timers. Work like a charm. Using them already. Local timers have some issues, I think.
Been working on a survival map for some time now(which deals with timers constantly), never ran into any issues.
Quote from caspersc: Go<> PathingModify(region inArea, int inType, bool inAdd); PathingUpdate(); PathingReset(); What do you mean working properly? timers work just fine
<>
PathingModify(region inArea, int inType, bool inAdd); PathingUpdate(); PathingReset();
I tryed this with
PathingModify(myregionhere, 2, true); PathingUpdate();
and basically all the possible settings but it is not working. Any solution or an example map?:o
I am desperately looking for an answer to this problem.
Remove Doodads in Region ==> Only visual, the doodads still block Kill Doodads in Region ==> Does not seem to do anything
I just need objects I can remove to open up a way, so to speak, preferrably without simply creating billions of regions everywhere and clunky logic.
P.S. I can't let units be the blocking objects, because the main units in my game do not collide with other units.
@depthsofchaos: Go
bump! Anything on this? I'd love to reset pathing via a trigger...
Quote from DysprosiumDy: GoP.S. I can't let units be the blocking objects, because the main units in my game do not collide with other units.
Units can have footprints, you know.
Is it possible?
Also while I'm here, has anyone gotten the timer function to work properly?
<<reply 97621>>
PathingModify(region inArea, int inType, bool inAdd);
PathingUpdate();
PathingReset();
What do you mean working properly? timers work just fine
Well I know some time ago people had issues with them, and to this day I'm still yet to see a single map with a working timer. I could be wrong though, I'll take a look at them today.
Use global timers. Work like a charm. Using them already.
Local timers have some issues, I think.
Been working on a survival map for some time now(which deals with timers constantly), never ran into any issues.
I tryed this with
PathingModify(myregionhere, 2, true); PathingUpdate();
and basically all the possible settings but it is not working. Any solution or an example map?:o
I am desperately looking for an answer to this problem.
Remove Doodads in Region ==> Only visual, the doodads still block
Kill Doodads in Region ==> Does not seem to do anything
I just need objects I can remove to open up a way, so to speak, preferrably without simply creating billions of regions everywhere and clunky logic.
P.S. I can't let units be the blocking objects, because the main units in my game do not collide with other units.
@depthsofchaos: Go
bump! Anything on this? I'd love to reset pathing via a trigger...
Units can have footprints, you know.