Im working on a TD map, and ive run into an issue when checking for anti-blocking. After days of research I have not found a complete solution.
I am using a trigger that onetwo uses in his TD map on battle net. Dont remember exact phrasing but Event for when a unit has progress started. Except mine is for a single player so its much more simplified. When I create a tower that was created from a unit (seige tank) it works wonderful. However when I create a tower that was created from a photon cannon or planetary fortress the trigger never fires off (according to the debugger).
Im also thinking it could be a setting somewhere that a seige tank has but a building/structure does not. That makes this trigger work.
At the time of post I didnt have the information, but here it is now...
Event :
Unit - Any Unit construction progress is Started
Conditions:
And
Conditions -
(Pathing cost between (Center of Spawn) and (Center of Despawn))== 65536
(Triggering player)==1
Actions :
Player- Modify player 1 Minerals: Add(Minerals cost of (Triggering progress unit type))
Unit- Remove (Triggering progress unt) from the game
UI - Display "Path blocked" Tower refunded" for (Player group ((Triggering player))) to Subtitle area
After some more testing....
I have discovered that non duplicated buildings (such as a regular nexus or pylon) works fine for the trigger, however the structures ive created/duplicated from structures (such as a photon cannon or planetary fortress) do not get checked by this trigger.
Are you sure the trigger never fires off? Or does it just not work? Because one thing is that the "pathing cost test" is done by a unit with 0 radius, i.e. if there's even the smallest gap, it will make it through even though visually it may look blocked. To fix this you will want to make sure your footprints and unit radii are all in order.
If these units aren't even getting passed into the trigger, then the problem may be trickier. Try making sure those units have the Build In Progress ability and Under Construction behavior?
The units are not getting passed into the trigger. Watching the debugger when these are placed shows me this. I double checked they have the Build in progress ability. I added the under construction behavior, but it did not do the trick.
@ DogmaiSEA:
Yes it does sound like a data problem, however its still related to a trigger. Thanks...
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Im working on a TD map, and ive run into an issue when checking for anti-blocking. After days of research I have not found a complete solution.
I am using a trigger that onetwo uses in his TD map on battle net. Dont remember exact phrasing but Event for when a unit has progress started. Except mine is for a single player so its much more simplified. When I create a tower that was created from a unit (seige tank) it works wonderful. However when I create a tower that was created from a photon cannon or planetary fortress the trigger never fires off (according to the debugger).
Im also thinking it could be a setting somewhere that a seige tank has but a building/structure does not. That makes this trigger work.
If you do not post the trigger no one has any idea what you are talking about.
At the time of post I didnt have the information, but here it is now...
Event :
Unit - Any Unit construction progress is Started
Conditions:
And
Conditions -
(Pathing cost between (Center of Spawn) and (Center of Despawn))== 65536
(Triggering player)==1
Actions :
Player- Modify player 1 Minerals: Add(Minerals cost of (Triggering progress unit type))
Unit- Remove (Triggering progress unt) from the game
UI - Display "Path blocked" Tower refunded" for (Player group ((Triggering player))) to Subtitle area
After some more testing....
I have discovered that non duplicated buildings (such as a regular nexus or pylon) works fine for the trigger, however the structures ive created/duplicated from structures (such as a photon cannon or planetary fortress) do not get checked by this trigger.
Any suggestions or tips would be appreciated.
Then perhaps you should be asking in Data, as it appears that is where your problem may lay.
@Darchon82: Go
Are you sure the trigger never fires off? Or does it just not work? Because one thing is that the "pathing cost test" is done by a unit with 0 radius, i.e. if there's even the smallest gap, it will make it through even though visually it may look blocked. To fix this you will want to make sure your footprints and unit radii are all in order.
If these units aren't even getting passed into the trigger, then the problem may be trickier. Try making sure those units have the Build In Progress ability and Under Construction behavior?
@ peranzormal :
The units are not getting passed into the trigger. Watching the debugger when these are placed shows me this. I double checked they have the Build in progress ability. I added the under construction behavior, but it did not do the trick.
@ DogmaiSEA:
Yes it does sound like a data problem, however its still related to a trigger. Thanks...