My imidiate idea would be creating a region, and using a trigger to test the race (or any other desired identification) of a unit entering that region, you can then use that information to provide varied effects.
So for your example, if the unit was terran, order the unit to stop, else do nothing.
However this will not edit pathing, and so if ten marines are given two doors, the close one blocked with creep, they would all walk into the region, and stop, without taking the evident alternate route.
You could use more advanced trigger events to send them somewhere specific, or reverse their direction, etc...
But ultimately if you want that level of controll you may as well just waypoint the units via trigger the alternate route, as I can't find any way to edit pathing or its calculation for the units.
I believe that a selective pathing blocker would work.
You do this by duplicating a pathing blocker, removing its footprint, and unchecking all its collision flags except for an unused ground flag (ex unused ground 15).
Then give all the units you are trying to block that same collision flag. After that all you need to do is place the blockers on the creep. You may want to make larger ones as well so that you only need a few of them to cover a large area, or if dropships are not allowed, placing them at the creep edge would work just as well.
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Like only zergs can step on a creep(doodads) but not a terran. Not that the terran will die, its just that it cant go on there.
My imidiate idea would be creating a region, and using a trigger to test the race (or any other desired identification) of a unit entering that region, you can then use that information to provide varied effects.
So for your example, if the unit was terran, order the unit to stop, else do nothing.
However this will not edit pathing, and so if ten marines are given two doors, the close one blocked with creep, they would all walk into the region, and stop, without taking the evident alternate route.
You could use more advanced trigger events to send them somewhere specific, or reverse their direction, etc...
But ultimately if you want that level of controll you may as well just waypoint the units via trigger the alternate route, as I can't find any way to edit pathing or its calculation for the units.
I will look into this later. I am sure its possible with some validator/persistent effect hi-jinks.
@KineMorto: Go
still havent found a solution for these issue, bumping!
I believe that a selective pathing blocker would work. You do this by duplicating a pathing blocker, removing its footprint, and unchecking all its collision flags except for an unused ground flag (ex unused ground 15). Then give all the units you are trying to block that same collision flag. After that all you need to do is place the blockers on the creep. You may want to make larger ones as well so that you only need a few of them to cover a large area, or if dropships are not allowed, placing them at the creep edge would work just as well.