I'm sure this has been asked but I can't seem to find the right search terms to find an answer. I'm working on a pretty basic Tower Defense map in order to learn the Map Editor and it's going fairly well. Just one problem.
It's an open style Tower Defense game meaning that there is no set path the creeps have to take. The creeps will follow the path of the buildings you lay down. I want to always have a clear path from the start point to the end point. Is there a way to prevent a building from being built if it blocks the path?
Assuming there is no way to do that, I have a somewhat primitive solution to the problem but even that isn't working properly. I have the triggers order the units to move from start to finish. If there is an open path, they simply take the path. If the path is blocked, they attack a tower in the way to make a path. The towers have very low health so they die quickly. I noticed that left alone, the creeps would simply attack any tower in sight after destroying the 1st one. So I created a trigger that after a player unit dies to order all of the creep player units to move to the end region again. This only partially works. The creeps do start going down the path towards the end region but various creeps will randomly start attacking a few towers as they move towards the end region. Not all of them but just 1 or 2. This usually blows 3 or 4 holes in the tower path instead of just the 1 I was hoping for.
Assuming there's no way to stop it on the front end by preventing building towers in the way, how can I get the units to only attack 1 tower and then move on (obviously assuming a path was just cleared to the end at the destruction of just 1 tower).
There actually are multiple ways for this in the FAQ section already, use the search function. I included the map as attachment to aid future reference.
Additionally you can just use the pathing function to see if a path is possible from the spawn to the despawn. If there isn't, spawn an anticheat.
May I ask, where is that FAQ? I've look with the search and couldnt find it.
EDIT: And I saw your attached map, but I really would like someone explain it more detaill, because I really dont understand it well.
Thx in advance.
I'm sure this has been asked but I can't seem to find the right search terms to find an answer. I'm working on a pretty basic Tower Defense map in order to learn the Map Editor and it's going fairly well. Just one problem.
It's an open style Tower Defense game meaning that there is no set path the creeps have to take. The creeps will follow the path of the buildings you lay down. I want to always have a clear path from the start point to the end point. Is there a way to prevent a building from being built if it blocks the path?
Assuming there is no way to do that, I have a somewhat primitive solution to the problem but even that isn't working properly. I have the triggers order the units to move from start to finish. If there is an open path, they simply take the path. If the path is blocked, they attack a tower in the way to make a path. The towers have very low health so they die quickly. I noticed that left alone, the creeps would simply attack any tower in sight after destroying the 1st one. So I created a trigger that after a player unit dies to order all of the creep player units to move to the end region again. This only partially works. The creeps do start going down the path towards the end region but various creeps will randomly start attacking a few towers as they move towards the end region. Not all of them but just 1 or 2. This usually blows 3 or 4 holes in the tower path instead of just the 1 I was hoping for.
Assuming there's no way to stop it on the front end by preventing building towers in the way, how can I get the units to only attack 1 tower and then move on (obviously assuming a path was just cleared to the end at the destruction of just 1 tower).
Did you ever get a solution to your problem? Because I want to know if you did, for I have the same issue.
There actually are multiple ways for this in the FAQ section already, use the search function. I included the map as attachment to aid future reference.
Additionally you can just use the pathing function to see if a path is possible from the spawn to the despawn. If there isn't, spawn an anticheat.
Use the no pathing tool, it looks like a big arrow in the main toolbar, when u brush it on your map it is colored yellow by default.
May I ask, where is that FAQ? I've look with the search and couldnt find it. EDIT: And I saw your attached map, but I really would like someone explain it more detaill, because I really dont understand it well. Thx in advance.