tried alot and searched alot of posts here but not find any solution.
Right now i have creeps attacking the nearest units to them automaticly.
When the Units go up the Cliff, sometimes the creep just walk infront of the cliff and do nothing, cause the point to stand right beside the units
with the cliff between them is more close then the walk up the cliff. This is a problem but not the main one.
The main Problem is when Units do wall them self of, specially on cliff.
What i need is to check if the creep can reach the units by just walking or if the way is blocked.
I tried several things with:
Point is passable = Doesnt seems to work, When its Not passable i order the creep to attack buildings, but they dont target them.
Pathfind type at point doesnt seem to work too, i tried ground,building,cliff and even unpassable.
does anyone have a good idea how i just can check if the way from one and another unit is blocked by a building? Thats all i need :/
I did a work around where i do count the distance between 2 points. If there is no path, it will automaticly set the distance to something around 6555
So right now i check if the distance is bigger then 6500 then i know the path is blocked.
BUT THE PROBLEM = the pathfinding seems to be a very thin line, which finds ways/paths which are not passable for units itself. This is kinda stupid :D
So a work around would be to use the PATHFINDING tool and mark every possible corner which is glitchy to the pathfinding even when units itself cant pass it. But its kinda annoying work + it will do small down the place units can move on itself since this tool stop units from walk on.
A better work around would be to make invisble pathfinding line a little bit bigger. So it wont find a path through every pixel.
Anyone knows where i can increase the thickness or something like this? :/
Suicide AI should hunt for the nearest unit and chase them until death. If visibility is an issue then give them god vision (no fog all revealed). If suicide AI is not working (you can test it in a simple map) then you need to try around until it does.
From my experiments I remember it needing the following...
The owner of the units you wish to suicide must be a "Computer" player. His slot status has to be "Computer" and he probably must not have been defeated or won. It will not work for humans, neutral or empty slots.
The owner of the units you wish to suicide must have an AI started for him. Melee AI is generally inappropriate in arcade maps so start the Campaign "skeleton" AI instead. This AI is the very minimum declaration for an AI possible so is perfect for building your AI upon. Some advanced tactical decisions might require custom script to access due to missing constants in GUI (not sure why Blizzard forgot them).
Order the units you want to mindlessly hunt enemies to "Suicide". Do note that it only works for existing units even if you order "all units of a player to suicide". This means that any units that are spawned and you want to suicide must be ordered to suicide immediately after they are created (same trigger preferably or in response to the appropriate creation event). Once they suicide they will be ignored from usual AI activities and mercilessly hunt down foes until either no one is left or they themselves die.
Do note that the AI needs to be active (not paused) and have a reasonable APM limit for this to work. If they are paused or if the APM is too low they will not suicide very well.
Quote:
BUT THE PROBLEM = the pathfinding seems to be a very thin line, which finds ways/paths which are not passable for units itself. This is kinda stupid :D So a work around would be to use the PATHFINDING tool and mark every possible corner which is glitchy to the pathfinding even when units itself cant pass it. But its kinda annoying work + it will do small down the place units can move on itself since this tool stop units from walk on.
The mesh based pathing system supports that and is what units use to navigate.
However I think the triggers do not accommodate collisions. They instead think the unit has 0 width so find any line that can reach the target point. This is why it is not very useful for this situation.
Path system does support unit size. However that appears to be purely visual only (not sure if you can get failures).
Quote:
better work around would be to make invisble pathfinding line a little bit bigger. So it wont find a path through every pixel.
Suicide AI should hunt for the nearest unit and chase them until death. If visibility is an issue then give them god vision (no fog all revealed). If suicide AI is not working (you can test it in a simple map) then you need to try around until it does.
The Creep is Player 15 = Enemy. When i set it on Computer, my whole Map does not work anymore, the Triggers are not running for some reason.
However I think the triggers do not accommodate collisions. They instead think the unit has 0 width so find any line that can reach the target point. This is why it is not very useful for this situation.
Path system does support unit size. However that appears to be purely visual only (not sure if you can get failures).
What you mean with Path system? Where can i find it and change it?
Or do you mean the Path finding which needs to be drawn on the map manually? This doesnt help in any way i guess because its not flexibel and only marks the spots where units cant walk. :(
Thing is, i got some pretty well working triggers, i dont like the idea to change everything :(
I just want the Creep to know if a unit do bunker them self up and is unreachable without having a pathfinding that is so small that it takes every gap to reach the unit, even when the unit cant go through it itself (thats what i would call a good definition for a "path", when there is "somone", able to go through that path, otherwise its not a path xD). Thats all...
Bonus = Would be good if the Creep does not take the shortest way to a unit and stand infront of the unit downside the cliff and doing nothing. Would be good if they go the longer distance to go up that cliff to reach the unit.
What you mean with Path system? Where can i find it and change it? Or do you mean the Path finding which needs to be drawn on the map manually? This doesnt help in any way i guess because its not flexibel and only marks the spots where units cant walk.
I mean all the natives declared under the "Path" header. They draw an approximation of the route a unit will take between two points or to get to another unit.
What you mean with Path system? Where can i find it and change it? Or do you mean the Path finding which needs to be drawn on the map manually? This doesnt help in any way i guess because its not flexibel and only marks the spots where units cant walk.
I mean all the natives declared under the "Path" header. They draw an approximation of the route a unit will take between two points or to get to another unit.
Where? In the Trigger window? Dude i really dont know what you are talking about, be more specific please :D
Heyho me again,
tried alot and searched alot of posts here but not find any solution.
Right now i have creeps attacking the nearest units to them automaticly.
When the Units go up the Cliff, sometimes the creep just walk infront of the cliff and do nothing, cause the point to stand right beside the units with the cliff between them is more close then the walk up the cliff. This is a problem but not the main one.
The main Problem is when Units do wall them self of, specially on cliff.
What i need is to check if the creep can reach the units by just walking or if the way is blocked.
I tried several things with: Point is passable = Doesnt seems to work, When its Not passable i order the creep to attack buildings, but they dont target them. Pathfind type at point doesnt seem to work too, i tried ground,building,cliff and even unpassable.
does anyone have a good idea how i just can check if the way from one and another unit is blocked by a building? Thats all i need :/
Have you tried enabling AI and ordering the units to suicide? Suicide AI should automatically attack the nearest reachable unit.
@ImperialGood: Go
Hey thanks for another post :)
I did delete the periodic attack to nearest unit from creep.
I did add:
KI - start KI for every computer controlled Player
KI - all units from Player 15 : Suicide
but they dont move. Does they only suicide when they see another unit? Or will they follow me over the whole map no matter how far away they are?
This is the first time i work with KI, is this the correct way?
I need them to follow me no matter where my unit is, and if the way is blocked, then attack the building.
Hey guys i still need help.
I did a work around where i do count the distance between 2 points. If there is no path, it will automaticly set the distance to something around 6555 So right now i check if the distance is bigger then 6500 then i know the path is blocked.
BUT THE PROBLEM = the pathfinding seems to be a very thin line, which finds ways/paths which are not passable for units itself. This is kinda stupid :D So a work around would be to use the PATHFINDING tool and mark every possible corner which is glitchy to the pathfinding even when units itself cant pass it. But its kinda annoying work + it will do small down the place units can move on itself since this tool stop units from walk on.
A better work around would be to make invisble pathfinding line a little bit bigger. So it wont find a path through every pixel.
Anyone knows where i can increase the thickness or something like this? :/
Suicide AI should hunt for the nearest unit and chase them until death. If visibility is an issue then give them god vision (no fog all revealed). If suicide AI is not working (you can test it in a simple map) then you need to try around until it does.
From my experiments I remember it needing the following...
Do note that the AI needs to be active (not paused) and have a reasonable APM limit for this to work. If they are paused or if the APM is too low they will not suicide very well.
The mesh based pathing system supports that and is what units use to navigate.
However I think the triggers do not accommodate collisions. They instead think the unit has 0 width so find any line that can reach the target point. This is why it is not very useful for this situation.
Path system does support unit size. However that appears to be purely visual only (not sure if you can get failures).
What pixels?!
The Creep is Player 15 = Enemy. When i set it on Computer, my whole Map does not work anymore, the Triggers are not running for some reason.
So any way i can change it or this helps me with my problem? ^^
Yes thats what i noticed too ;)
What you mean with Path system? Where can i find it and change it? Or do you mean the Path finding which needs to be drawn on the map manually? This doesnt help in any way i guess because its not flexibel and only marks the spots where units cant walk. :(
Thing is, i got some pretty well working triggers, i dont like the idea to change everything :(
I just want the Creep to know if a unit do bunker them self up and is unreachable without having a pathfinding that is so small that it takes every gap to reach the unit, even when the unit cant go through it itself (thats what i would call a good definition for a "path", when there is "somone", able to go through that path, otherwise its not a path xD). Thats all... Bonus = Would be good if the Creep does not take the shortest way to a unit and stand infront of the unit downside the cliff and doing nothing. Would be good if they go the longer distance to go up that cliff to reach the unit.
Any Idea?
I mean all the natives declared under the "Path" header. They draw an approximation of the route a unit will take between two points or to get to another unit.
@ImperialGood: Go
Where? In the Trigger window? Dude i really dont know what you are talking about, be more specific please :D
You could just search the file... It is divided into clearly labelled sections after all.
I know they have GUI wrappers but do not know them off the top of my head.