For my map, the map is randomly generated. Terrain deformation actors are doing the trick so far. However, I want the high areas to be dark and inaccessable. This means placing Pathing and LOS blockers everywhere up there. I am using a doodad that blocks Pathing and LOS.
I made a test to check that the doodads are being placed correctly by making the models archons. They're there, there's no doubt.
However, even when the doodads are there, they're disfunctional. Units walk and see right through them. I pre-placed these doodads to see if they worked at all, and they absolutely do. So the problem is when they're placed at runtime. Does anyone know a solution for this?
The only way to fix it ATM is to use units instead.
If you need to place a lot of blockers try to optimize them as best as you can, for example on my map I just placed units on the border walls. Place too many units and the game will slow down like hell.
Obviously this method can be applied only when you have a lot of close walls, if you have clustered small blockers then you may have performance issues.
In that case, if you have only 1 unit going around with limited LOS and you don't need long range pathfinding, you could apply the method vindicator used with mineralz.
Pratically he stores in a big variable (2 sized array?) the position of the different blockers, then he creates the block units only close to the unit while it moves and removes the blocks out of sight.
Thank you, I will try this method. ==================== Edit: Changed topic to indicate it is solved. Placing units with the footprint "Footprint 1x1 (Doodad Block LOS)", the units did indeed block pathing and LOS when placed using triggers at runtime. Thanks Bibendus!
For my map, the map is randomly generated. Terrain deformation actors are doing the trick so far. However, I want the high areas to be dark and inaccessable. This means placing Pathing and LOS blockers everywhere up there. I am using a doodad that blocks Pathing and LOS.
I made a test to check that the doodads are being placed correctly by making the models archons. They're there, there's no doubt.
However, even when the doodads are there, they're disfunctional. Units walk and see right through them. I pre-placed these doodads to see if they worked at all, and they absolutely do. So the problem is when they're placed at runtime. Does anyone know a solution for this?
Edit: Solved (@TheDestroyer01: Go)
Footprints on doodads only apply on map initialization. Ask the Diablo RPG or Hive Keeper map makers how they handled it.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
The only way to fix it ATM is to use units instead.
If you need to place a lot of blockers try to optimize them as best as you can, for example on my map I just placed units on the border walls. Place too many units and the game will slow down like hell.
Obviously this method can be applied only when you have a lot of close walls, if you have clustered small blockers then you may have performance issues.
In that case, if you have only 1 unit going around with limited LOS and you don't need long range pathfinding, you could apply the method vindicator used with mineralz.
Pratically he stores in a big variable (2 sized array?) the position of the different blockers, then he creates the block units only close to the unit while it moves and removes the blocks out of sight.
@Bibendus: Go
Thank you, I will try this method.
====================
Edit: Changed topic to indicate it is solved.
Placing units with the footprint "Footprint 1x1 (Doodad Block LOS)", the units did indeed block pathing and LOS when placed using triggers at runtime. Thanks Bibendus!
anytime ;)