Movers only control the movement, when it's allowed, they can't decide where the moving object can or can't move. The moving object itself interacts with surrounding objects through its Collision+ filter. Have your tried to check 'air' for both depot's and missile's Collision+ field? I'm pretty sure it must work. At least it may cause misslile to fly around the depot. But maybe it will make units to refuse to shoot over the depots, I'm not sure.
If you want to consume a realy good portion of knowledge, you can check Kueken's Fireball tutorial, where everything is described concerning missile collisions. If you repeat the example, missile will try to fly over the depot, but get destroyed due to collision with it.
There was a unit's field, something like 'overridable planes' when you can check and uncheck values like 'air', 'land', 'colossus', and some others. (Don't have the editor to check its exact name). I think, your missile's mover must have the same values, as the depot has, to be unable to move over it. I'm not sure, but u can try.
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Movers only control the movement, when it's allowed, they can't decide where the moving object can or can't move. The moving object itself interacts with surrounding objects through its Collision+ filter. Have your tried to check 'air' for both depot's and missile's Collision+ field? I'm pretty sure it must work. At least it may cause misslile to fly around the depot. But maybe it will make units to refuse to shoot over the depots, I'm not sure.
If you want to consume a realy good portion of knowledge, you can check Kueken's Fireball tutorial, where everything is described concerning missile collisions. If you repeat the example, missile will try to fly over the depot, but get destroyed due to collision with it.
under unit, the one Photoloss mentioned
There was a unit's field, something like 'overridable planes' when you can check and uncheck values like 'air', 'land', 'colossus', and some others. (Don't have the editor to check its exact name). I think, your missile's mover must have the same values, as the depot has, to be unable to move over it. I'm not sure, but u can try.