I need help with my map is when someone creates towers in a tower defense that blocks every path (Or almost all paths) to the end point of the wave.
This is a simple question yes, but I couldn't find much information about this.
Also, if someone does block, I need help making a trigger where the units start attacking to make a path, but not just keep attacking, just attack until there is a path for them to cross to the other side.
In triggers:
Create an event with event: (Unit - Any Unit construction progress is (Completed))
Condition: (CREEPSPAWNPOINT and CREEPFINISHPOINT are connected by pathing) != true)
Actions will then fire only if these two points are not connected, to automatically kill the constructed building if it blogs, just put in the following action: Unit - Kill (Triggering progress unit)
You can check out my youtube channel for my tutorial about 'onetwo's td' and download the map from the video descriptions... my antiblock consists of checking whether a unit can go from end to end whenever you build, and if it can't, it won't even let you build... thus circumventing blocking before it even happens.
yeah, my mistake, the event should probably raise on (start) instead of (Completed). And the kill action could be changed to an order(cancel construction)
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I need help with my map is when someone creates towers in a tower defense that blocks every path (Or almost all paths) to the end point of the wave.
This is a simple question yes, but I couldn't find much information about this.
Also, if someone does block, I need help making a trigger where the units start attacking to make a path, but not just keep attacking, just attack until there is a path for them to cross to the other side.
@Vietman:
You can check out my youtube channel for my tutorial about 'onetwo's td' and download the map from the video descriptions... my antiblock consists of checking whether a unit can go from end to end whenever you build, and if it can't, it won't even let you build... thus circumventing blocking before it even happens.