Hey I'm moving units around in a loop with the Move Instantly trigger, however I would like if the unit would naturally collide with cliffs or destructibles. For instance, flying units will collide with the no fly zones if you're moving them in this fashion (they actually just kind of try to push themselves around them since they're circular). Is there anyway to accomplish this with Move Instantly? Or am I stuck using a different way to push units around in order to obtain naturally collisions (without trigger checks in the loop).
your moving it with a trigger. i dont see why a condition would be bad.
I find its good practice to not redo what's already there. I guess i'll look into the reaper's missile mover to see if I can use that instead of the move instantly.
If I use conditions I end up needing 2 checks per loop per .03 seconds.
Ontop of that I would like to refrain from using cliffs as walls just because you can't edit them in-game.
I dont think you can check if a point is in pathable terrain? Atleast I havent seen any conditions for something like that. Im having this same issue with trigger moved units passing unpathable grounds. I could use some help with this as well.
I dont think you can check if a point is in pathable terrain? Atleast I havent seen any conditions for something like that. Im having this same issue with trigger moved units passing unpathable grounds. I could use some help with this as well.
there is. look it up in the Point condition category. Its a boolean that goes like Point <something> is passable == true.
Units do naturally collide so long as their radius is above a certain value (I'm not sure if it's the movement distance or if it has to be bigger) and if they have the correct pathing/mover data. But the collision is horribly inaccurate if the cliffs are angled.
Change Move instantly with Change Unit Speed. So the Unit speed becomes incredible fast, practically instant, but it will still collide.
You could alter the Stim Pack ability to be Stim pack on steroids, then just Issue order of Move to Point and Issue order Use Super Stimpack and boom he instantly moves there colliding with everything along the way like normal.
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Hey I'm moving units around in a loop with the Move Instantly trigger, however I would like if the unit would naturally collide with cliffs or destructibles. For instance, flying units will collide with the no fly zones if you're moving them in this fashion (they actually just kind of try to push themselves around them since they're circular). Is there anyway to accomplish this with Move Instantly? Or am I stuck using a different way to push units around in order to obtain naturally collisions (without trigger checks in the loop).
@PhiSC2: Go
Prior to issuing the move to point .... check to see if there is a cliff between the points.... there is a condition specifically for that
dunno how it handles ramps test it...
That's handling detection via triggers, precisely what I don't want to do. I want the engine to handle it on its own.
?
why?
your moving it with a trigger. i dont see why a condition would be bad.
Add a condition that checks to see if the point that the unit is moving to "is pathable."
I find its good practice to not redo what's already there. I guess i'll look into the reaper's missile mover to see if I can use that instead of the move instantly.
If I use conditions I end up needing 2 checks per loop per .03 seconds.
Ontop of that I would like to refrain from using cliffs as walls just because you can't edit them in-game.
@Sephiex: Go
I dont think you can check if a point is in pathable terrain? Atleast I havent seen any conditions for something like that. Im having this same issue with trigger moved units passing unpathable grounds. I could use some help with this as well.
there is. look it up in the Point condition category. Its a boolean that goes like Point <something> is passable == true.
do realize you have semi-necroed this thread =D
Units do naturally collide so long as their radius is above a certain value (I'm not sure if it's the movement distance or if it has to be bigger) and if they have the correct pathing/mover data. But the collision is horribly inaccurate if the cliffs are angled.
@BasharTeg: Go
Change Move instantly with Change Unit Speed. So the Unit speed becomes incredible fast, practically instant, but it will still collide.
You could alter the Stim Pack ability to be Stim pack on steroids, then just Issue order of Move to Point and Issue order Use Super Stimpack and boom he instantly moves there colliding with everything along the way like normal.