I found a workaround to the pathing cost technic not working. By putting some pathing restriction at the right place, it's possible to fix it. While I agree it may be unpractical to do this everywhere, it work!
Gotta make sure it looks exactly the same as in the picture.
To be honest I'm very new to the editor but it seems to calculate the shortest path between two points, and when there is no path, it returns the maximum value which is 65536.
For my anti-blocking, I've set up a trigger with the event :
Unit - Any Unit construction progress is Started
In the Actions I have a If Then Else :
If (Pathing cost between (point x) and (point y)) == 65536
Then Unit - Remove (Triggering progress unit) from the game
Else <nothing>
Maybe adding a refund for the building would be great but it's not done yet.
Mmm... that may be possible. But I am working on a TD where my terrain is exclusively square shaped, so it works well for me. Don't know how to make it work for diagonal buildings
I just found a way make it work with cost between 2 points.
(Pathing cost between (Center of PLAYER01SPAWN) and (Center of PLAYER00END)) == 65536
Does the trick and its working quite well.
I found 65536 by displaying the pathing cost when blocking the path and it always return 65536 when there is no path.
Hi there,
I'm trying to make a TD where everyone has his maze and his own creep, I just want to know if there is a way to restrain a tower from attacking a creep from another player exept making the two maze very far away.
0
@scorix1: Go
I found a workaround to the pathing cost technic not working. By putting some pathing restriction at the right place, it's possible to fix it. While I agree it may be unpractical to do this everywhere, it work! Gotta make sure it looks exactly the same as in the picture.
0
@Pharotek: Go
To be honest I'm very new to the editor but it seems to calculate the shortest path between two points, and when there is no path, it returns the maximum value which is 65536.
For my anti-blocking, I've set up a trigger with the event : Unit - Any Unit construction progress is Started
In the Actions I have a If Then Else :
If (Pathing cost between (point x) and (point y)) == 65536 Then Unit - Remove (Triggering progress unit) from the game Else <nothing>
Maybe adding a refund for the building would be great but it's not done yet.
@Pfaeff: Go
Mmm... that may be possible. But I am working on a TD where my terrain is exclusively square shaped, so it works well for me. Don't know how to make it work for diagonal buildings
0
@Pfaeff: Go
I just found a way make it work with cost between 2 points.
(Pathing cost between (Center of PLAYER01SPAWN) and (Center of PLAYER00END)) == 65536
Does the trick and its working quite well. I found 65536 by displaying the pathing cost when blocking the path and it always return 65536 when there is no path.
0
Hi there, I'm trying to make a TD where everyone has his maze and his own creep, I just want to know if there is a way to restrain a tower from attacking a creep from another player exept making the two maze very far away.
Help me please !