I've tried and tried but I haven't figured out a way this can be done yet. For my TD, I need to create a gauntlet where the enemy units run. However, I can't do this using cliff levels as that will mess up my design. Also, I NEED my builder to be able to cross the path.
Your first impulse here is probably to recommend that I make him a flying unit and remove the collision flags. Yes, this would work but it's not an option since that would allow my builder to go anywhere on the map - something that normally wouldn't be that big of a deal, but I can't allow it for what I have planned.
In other words; both my builder and the enemy units are ground units but can't be affected by the same pathing blockers. The "obvious" thing to do here is to try and set the movement - collide flags to different ones so that the enemy units match the unit I'm using as a pathblocker, while my builder has a different one. Of course I've tried it but it doesn't work for me.
So has anyone successfully dealt with a similar issue?
I've done that, however, the units are too big and sometimes push themselves out of the path. Sure, they'll continue but it looks crap and sometimes they start attacking my towers.
I used to have that problem too. Just select the unit type under the units tab, search for seperation radius and reduce it to something much smaller and they will clump up nicely and stay that way
Sounds like a decent temp solution, but the best thing would be to make it impossible for them to step outside the path. That way, I can control exactly how I want them to move.
Yeah I guess. Whatever seems to work great for me doesn't seem to meet others needs :P
I suppose another solution would be to set up regions on the bounds and make a trigger that will point them back to where you want them heading, although that could be time consuming depending on how complex the path you want them to travel will be.
I thought about that aswell and decided that there simply has to be a better solution.
By the way, if it's possible to check and uncheck a unit's collision flags through triggers, I have this problem solved. But I can't find an action where I can check/uncheck collision flags. :<
Ok, I found the no fly zones and they were too unprecise.
I could go the other way around and make the enemy units flying (but still appear to be on the ground) and simply just add no fly zones along the path on which the units run. Sadly, it means that I can't make specific flying units that you'd need certain towers to kill. But if I have to compromise, this would definitely be the smallest sacrifice.
Ok, so I got the "invisible" gauntlet figured out. Now the problem is that the units group up when I don't want them to. Ground units don't really group up like air units when there's lack of space.
How would I go about making air units not group up? Separation radius does nothing here. Basically, I want the unit to be unable to occupity the same space.
Ok seriously this is an easy fix for all of your stuff.
Make your builder into an air unit, put a region over the area he is suppose to be in, make a trigger that says when any unit leaves that region move them instantly to center of that region and pan the camera to the center of it.
Use normal pathing layer to block where your creeps are going. Make your air units floating ground units. Now you only need 1 trigger for telling them where to go.
Make a trigger for whenever a unit enter your spawn region or within 4.0 of spawn point they are ordered to move to target point/region which is the end of the path, overriding previous orders.
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I've tried and tried but I haven't figured out a way this can be done yet. For my TD, I need to create a gauntlet where the enemy units run. However, I can't do this using cliff levels as that will mess up my design. Also, I NEED my builder to be able to cross the path.
Your first impulse here is probably to recommend that I make him a flying unit and remove the collision flags. Yes, this would work but it's not an option since that would allow my builder to go anywhere on the map - something that normally wouldn't be that big of a deal, but I can't allow it for what I have planned.
In other words; both my builder and the enemy units are ground units but can't be affected by the same pathing blockers. The "obvious" thing to do here is to try and set the movement - collide flags to different ones so that the enemy units match the unit I'm using as a pathblocker, while my builder has a different one. Of course I've tried it but it doesn't work for me.
So has anyone successfully dealt with a similar issue?
Wouldn't this problem be solved by giving the spawning waves a set movement path?
@Maul2: Go
I've done that, however, the units are too big and sometimes push themselves out of the path. Sure, they'll continue but it looks crap and sometimes they start attacking my towers.
I used to have that problem too. Just select the unit type under the units tab, search for seperation radius and reduce it to something much smaller and they will clump up nicely and stay that way
@Maul2: Go
Sounds like a decent temp solution, but the best thing would be to make it impossible for them to step outside the path. That way, I can control exactly how I want them to move.
Yeah I guess. Whatever seems to work great for me doesn't seem to meet others needs :P
I suppose another solution would be to set up regions on the bounds and make a trigger that will point them back to where you want them heading, although that could be time consuming depending on how complex the path you want them to travel will be.
@Maul2: Go
I thought about that aswell and decided that there simply has to be a better solution.
By the way, if it's possible to check and uncheck a unit's collision flags through triggers, I have this problem solved. But I can't find an action where I can check/uncheck collision flags. :<
Another work around is to make the worker unit a flying unit, but in addition use the 'no fly zones' to block the areas you dont want it to fly
@Tridgit: Go
That sounds like an awesome solution. Where do I find/How do I create a no fly zone? Can't seem to get it working.
Ok, I found the no fly zones and they were too unprecise.
I could go the other way around and make the enemy units flying (but still appear to be on the ground) and simply just add no fly zones along the path on which the units run. Sadly, it means that I can't make specific flying units that you'd need certain towers to kill. But if I have to compromise, this would definitely be the smallest sacrifice.
@Werepenguin: Go
You could make your air units actually ground units (and appear to be in the air).
Ok, so I got the "invisible" gauntlet figured out. Now the problem is that the units group up when I don't want them to. Ground units don't really group up like air units when there's lack of space.
How would I go about making air units not group up? Separation radius does nothing here. Basically, I want the unit to be unable to occupity the same space.
Ok seriously this is an easy fix for all of your stuff.
Make your builder into an air unit, put a region over the area he is suppose to be in, make a trigger that says when any unit leaves that region move them instantly to center of that region and pan the camera to the center of it.
Use normal pathing layer to block where your creeps are going. Make your air units floating ground units. Now you only need 1 trigger for telling them where to go.
Make a trigger for whenever a unit enter your spawn region or within 4.0 of spawn point they are ordered to move to target point/region which is the end of the path, overriding previous orders.