3 lanes, minions include air and ground units. I've setup pathing so structures can be placed around the minion spawn points to block the minions, but players find ways around that by using their army units. (1 player on each team is a base commander and can train their own units)
I tried setting the alliance aspect to "Pushable" but that only works if the "Hold Position" command is NOT set. Players can undo the pushable by telling their army units to "Hold Position".
This creates problems, because in the minion spawns, players can block their minions and build up a ridiculous and unfair army which really breaks the game. I need a solution to this but am not sure how to tackle it. It's only problematic on 2 spots on the map where its easy to block the minions since their is a cliff to the north and south of the minion spawn point they must travel between.
Ok. I'll check out the ultralisk. Additionally, I added a temporary behavior to the spawned units that suppresses collision for 10 seconds. They walk right through any units trying to block at the spawn point, then the behavior expires. That seemed to do the trick. But I noticed it doesn't work with structures. I suppose an ingenious person could figure out where the pathing limits structures and build around it. I'll have to keep investigating.
They walk right through any units trying to block at the spawn point, then the behavior expires. That seemed to do the trick. But I noticed it doesn't work with structures. I suppose an ingenious person could figure out where the pathing limits structures and build around it. I'll have to keep investigating.
Buildings modify the pathing map so have no real collision. They are still unwalkable even when a unit cannot collide with other units. Unit collision does not modify the pathing map but instead is subjected to some kind of collision physics.
One way around this would be to assign all minions onto a different collision layer separate from the army and hero units to prevent them from being blocked at all by the player units (or from blocking the player units).
To stop buildings being used to block, you can modify the building pathing maps such that all of them are surrounded by walkable edges so cannot make unit proof walls.
3 lanes, minions include air and ground units. I've setup pathing so structures can be placed around the minion spawn points to block the minions, but players find ways around that by using their army units. (1 player on each team is a base commander and can train their own units)
I tried setting the alliance aspect to "Pushable" but that only works if the "Hold Position" command is NOT set. Players can undo the pushable by telling their army units to "Hold Position".
This creates problems, because in the minion spawns, players can block their minions and build up a ridiculous and unfair army which really breaks the game. I need a solution to this but am not sure how to tackle it. It's only problematic on 2 spots on the map where its easy to block the minions since their is a cliff to the north and south of the minion spawn point they must travel between.
collisions, look in the data editor at how the ultralisk does it.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
Ok. I'll check out the ultralisk. Additionally, I added a temporary behavior to the spawned units that suppresses collision for 10 seconds. They walk right through any units trying to block at the spawn point, then the behavior expires. That seemed to do the trick. But I noticed it doesn't work with structures. I suppose an ingenious person could figure out where the pathing limits structures and build around it. I'll have to keep investigating.
Buildings modify the pathing map so have no real collision. They are still unwalkable even when a unit cannot collide with other units. Unit collision does not modify the pathing map but instead is subjected to some kind of collision physics.
One way around this would be to assign all minions onto a different collision layer separate from the army and hero units to prevent them from being blocked at all by the player units (or from blocking the player units).
To stop buildings being used to block, you can modify the building pathing maps such that all of them are surrounded by walkable edges so cannot make unit proof walls.
Hello there,
Sorry for the late response. I took your suggestion and simply modified the pathing of the units causing the problem. That seemed to do the trick!
Apparently many people became aware of the exploit and were blocking minions left and right. That is until now!
Thanks for the help.