Yes there is, you just disable unit collisions so they cannot be used to wall and can walk right past your normal units meaning that buildings are the only way to maze.
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There must be some kind of collision flag somewhere that I can just tick which will make them treat units like buildings while pathfinding so that they recognize units as walls and try to path around them. Any ideas or alternative solutions?
No such option can exist because there is a huge difference in how the pathing works. Pathing only applies to objects which interact with the path finder mesh. Since such interactions can require tessellation or merge of the mesh it is quite expensive so not suitable for units which can be in constant motion. Instead unit collisions are applied separately during movement and work in a physics based way to determine who wins. A unit will not even try to walk into a building where as a unit will try to walk through another unit. This is how Warcraft III path finding worked as well to some extent although collisions were usually handled by simply stopping movement rather than trying to push through.
StarCraft I pathing worked very different in that there was practically none. A tile was either occupied or free and that applied to both buildings and units. This resulted in a number of problems such as the notorious Dragoon running the wrong way when ordered in a group since it appeared walled in.
One work around you could try is to use the movement physics to your advantage. If you base the unit on the brutalisk movement parameters it can push enemy units as it moves. If you disable hold position command on player units (and undo it with triggers if ordered) then they cannot block such units as those units will be able to push them out the way as required.
Another work around would be to periodically check the position of every unit. If it is blocked against a unit it will not move anywhere near as significantly as if it was not. Fail too many of these tests in a row and the units are ordered to attack.
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Yes there is, you just disable unit collisions so they cannot be used to wall and can walk right past your normal units meaning that buildings are the only way to maze.
No such option can exist because there is a huge difference in how the pathing works. Pathing only applies to objects which interact with the path finder mesh. Since such interactions can require tessellation or merge of the mesh it is quite expensive so not suitable for units which can be in constant motion. Instead unit collisions are applied separately during movement and work in a physics based way to determine who wins. A unit will not even try to walk into a building where as a unit will try to walk through another unit. This is how Warcraft III path finding worked as well to some extent although collisions were usually handled by simply stopping movement rather than trying to push through.
StarCraft I pathing worked very different in that there was practically none. A tile was either occupied or free and that applied to both buildings and units. This resulted in a number of problems such as the notorious Dragoon running the wrong way when ordered in a group since it appeared walled in.
One work around you could try is to use the movement physics to your advantage. If you base the unit on the brutalisk movement parameters it can push enemy units as it moves. If you disable hold position command on player units (and undo it with triggers if ordered) then they cannot block such units as those units will be able to push them out the way as required.
Another work around would be to periodically check the position of every unit. If it is blocked against a unit it will not move anywhere near as significantly as if it was not. Fail too many of these tests in a row and the units are ordered to attack.