I have a map where waves of units are supposed to go through a maze and at first I had a region where they spawned in the top left and ordered them to go to the middle of the map but they kept getting stuck on the corners of the maze. So I decided to make points on each part of the maze where the unit is supposed to turn and it works great. My only problem is that the units take the points a little too seriously and try to get that exact point which causes them to bunch up and they take turns getting to the point while the rest spin in circles. How can I make it so if they get so close to the point go to the next one without having a ton of triggers?
Make a larger region which to issue them an order to. Issue them to move to the center of it. When they reach the region (Which is gonna be large) issue the next order.
Create two regions at each turn point. The first region will be small and be at the center of the larger region. The first region will be the point to issue order and the 2nd region is where you want the units to enter to start the turn
If I do your two region idea wouldn't that require like 2x the amount of triggers? If its the only way to do it then sure I'll do it, but I'm very picky about my code/trigger length.
The reason they're going to mess up on the movement is because you are telling them to go to the center AND THEN go to the next center.
When you tell them to go the center of a region - it literally means they want to go to that center point (Even if they are in that region, they are not in the center!). You have to make separate triggers for each point with the condition check unit enters TopLeft1/2/3.
If I do your two region idea wouldn't that require like 2x the amount of triggers? If its the only way to do it then sure I'll do it, but I'm very picky about my code/trigger length.
Don't be picky about it. Its been done since Dota in Warcraft 3. There wasnt any noticeable lag and its an awesome game. Heck today we have starcraft 2, that is far superior compared to triggers in Wc3. I am pretty sure the effect of having a trigger for each region will be little to none.
If you really care about creating more triggers, it would probably suffice to send each unit to a random point in region instead of to the center. They'll all have a different target, so they shouldn't bunch up too much, and you can issue all the relevant orders at the start like you have been doing without additional triggers.
just wondering. You are spawning these units with small intervals with loops right? not all at once? The clumping and pushing problem obviously happens if you create say 10 units instantly and order them around the map.
With say at least 0.1 second intervals or more, there will be at least some distance between each spawned unit.
just wondering. You are spawning these units with small intervals with loops right? not all at once? The clumping and pushing problem obviously happens if you create say 10 units instantly and order them around the map.
With say at least 0.1 second intervals or more, there will be at least some distance between each spawned unit.
They're all being created at once. Mostly about 15 at a time, really its only the air units that have the problem. The ground units go through the maze just fine. I'll see if I can find whats causing the air units to mess up, if not I'll just make a bunch of triggers.
I think I figured it out. I removed all of the points and regions throughout the maze and I just have one region at the top at which they spawn and one point in the middle they move towards. I changed all of the air units "Movement: Mover" to Ground and they follow the path as they should. Some stop but I just added a trigger that makes them move if they become idle.
I still recommend having intervals between each unit spawn tho. Would save you from having units stopping because they are blocked by other units. I believe polished TDs like Element TD from Wc3 for example (havent played the sc2 version) have used small timely intervals for the same reason.
I have a map where waves of units are supposed to go through a maze and at first I had a region where they spawned in the top left and ordered them to go to the middle of the map but they kept getting stuck on the corners of the maze. So I decided to make points on each part of the maze where the unit is supposed to turn and it works great. My only problem is that the units take the points a little too seriously and try to get that exact point which causes them to bunch up and they take turns getting to the point while the rest spin in circles. How can I make it so if they get so close to the point go to the next one without having a ton of triggers?
@Demon4231: Go
Make a larger region which to issue them an order to. Issue them to move to the center of it. When they reach the region (Which is gonna be large) issue the next order.
@Enexy: Go
This may sound dumb, but how do you issue an order to move towards a region? There's only "Order Towards Point".
Nvm haha found it.
@Enexy: Go
That doesn't work unfortunately. The center of a region is still a point no matter how big the region is.
@Demon4231: Go
Paste you code here
I'll post an even easier method for you to try.
Create two regions at each turn point. The first region will be small and be at the center of the larger region. The first region will be the point to issue order and the 2nd region is where you want the units to enter to start the turn
@Enexy: Go
Here is my code:
If I do your two region idea wouldn't that require like 2x the amount of triggers? If its the only way to do it then sure I'll do it, but I'm very picky about my code/trigger length.
@Demon4231: Go
use the <<code> > tag plz (Minus that space right there)
You give all the orders from the start. Enexy suggests, that you issue the next order, when the unit reaches the region.
€ well, need to improve my reading, apparently, since you already said that...
@Kueken531: Go
The reason they're going to mess up on the movement is because you are telling them to go to the center AND THEN go to the next center.
When you tell them to go the center of a region - it literally means they want to go to that center point (Even if they are in that region, they are not in the center!). You have to make separate triggers for each point with the condition check unit enters TopLeft1/2/3.
Don't be picky about it. Its been done since Dota in Warcraft 3. There wasnt any noticeable lag and its an awesome game. Heck today we have starcraft 2, that is far superior compared to triggers in Wc3. I am pretty sure the effect of having a trigger for each region will be little to none.
I say go with Enexy :D
If you really care about creating more triggers, it would probably suffice to send each unit to a random point in region instead of to the center. They'll all have a different target, so they shouldn't bunch up too much, and you can issue all the relevant orders at the start like you have been doing without additional triggers.
@Demon4231: Go
just wondering. You are spawning these units with small intervals with loops right? not all at once? The clumping and pushing problem obviously happens if you create say 10 units instantly and order them around the map.
With say at least 0.1 second intervals or more, there will be at least some distance between each spawned unit.
They're all being created at once. Mostly about 15 at a time, really its only the air units that have the problem. The ground units go through the maze just fine. I'll see if I can find whats causing the air units to mess up, if not I'll just make a bunch of triggers.
I think I figured it out. I removed all of the points and regions throughout the maze and I just have one region at the top at which they spawn and one point in the middle they move towards. I changed all of the air units "Movement: Mover" to Ground and they follow the path as they should. Some stop but I just added a trigger that makes them move if they become idle.
@Demon4231: Go
I still recommend having intervals between each unit spawn tho. Would save you from having units stopping because they are blocked by other units. I believe polished TDs like Element TD from Wc3 for example (havent played the sc2 version) have used small timely intervals for the same reason.
Then again, whatever works for you i guess. :D
@Zolstice: Go
Trying to go for the classic TD maps from Brood War, honestly I don't really like the TDs that others have made in SC2.