Is it possible to make the Rock terrain Unwalkable so i dont have to place a billion Pathing blockers using WE Unlimited? and i dont want to change my WE like people will recomend.
I'm not sure what the side effects of it are (and it would be nice to know) but you could try and go to UMSWE in JassNewGen and enable it, as well as going to Custom Tile Pathability. Once you're there, find the tile you wish to change the pathability of and you might find yourself satisfied.
Again, I'm not sure of the exact repercussions to this and it would be nice if someone with more experience could share their knowledge.
How to use the PathMapper external (from the Grimex documentation):
Hidden information:
Path Mapper
The Path Mapper plugin enables you to post-process the pathing map of your map after saving it. It's good for changing the walkability/flyability/buildability of specific tiles or of terrain cells that meet some other certain creteria. This allows for a number of tricks like making cliffs walkable or for example in Project Revolution we used it in combination with the 'Placement Prevented By' field to make refineries only buildable on geysirs.
The following example makes the map unwalkable where Lordaeron Summer Dirt, Lordaeron Summer Grass or Lordaeron Summer Dark Grass is:
vJASS:
//! external PathMapper LdrtLgrsLgrd 2 |
Here is another example that sets the pathing to normal ground where tiles other than Lordaeron Summer Dirt are:
vJASS:
//! external PathMapper Ldrt 40 !
To be able to use it you'll need a bit more information. First of all you'll need to know the tile ids, which you can obtain from TerrainArt\Terrain.slk or from this list. Then you'll need the pathability flag table to determine which values you want to apply to the pathing map.
01 0=unused
02 1=no walk 0=walk ok
04 1=no fly 0=fly ok
08 1=no build 0=build ok
10 0=unused
20 1=blight 0=normal
40 1=no water 0=water
80 1=unpathable 0=normal
The flag values here are hexadecimal and need to be added up to combine the flags, the mask argument for the tool also needs to be hexadecimal. Internally the pathing map is stored in a grid of 32x32 cells. That means that the smallest unit in the editor, a 128x128 cell is split up into 16 pathing cells, each of which is assigned a value from the above flag table. With this tool you're able to change this value for each of the cells. Here are some examples that you will typically find in a pathing map.
00 bridge doodad
08 shallow water
0A deep water
40 normal ground
48 water ramp, unbuildable grounds, unbuildable parts of doodads
CA cliff edges, solid parts of doodads
CE map boundaries
Now to modify the pathing map, you'll need a way to specify which cells will be changed and a way to apply flag values to the existing value of each cell. For the latter there are four different apply modes that you can use.
| binary or -> flag is added
& binary and -> common flags remain
^ binary xor -> common flags are removed
default set -> value is overwritten
So in the first example only the no-walk-bit is set with a binary or and nothing else is changed. If you don't specify an apply mode, the old values are completely replaced by the value you specify. Like in the second example where it's set to normal ground. Check modes here can be either match or mismatch.
! mismatch -> apply if tile is not listed
default match -> apply if tile is listed
In the first example ! is used to change the pathing for all tiles that are not Lordaeron Summer Dirt. If you don't set this parameter the normal mode will apply the change for all specified tiles.
Instead of the tile of each cell you can also compare the current pathability value to decide which cell needs to be updated. When comparing to a pathability mask, the following compare modes can be specified.
1 all bits that are set in the mask must be set for a cell to be updated, other flags may be set too
0 all bits that are set in the mask can be set, but don't have to, other flags must not be set for a cell to be updated
default the value of a point must be equal to the mask to be updated
Apply modes in this case are again |, &, and ^. In the next example map boundaries are made walkable by removing the no-walk-bit with a binary and:
vJASS:
//! external PathMapper CE FD 1 &
In this next example areas that have either the no-walk or the no-fly bit set, are made walkable and flyable:
vJASS:
//! external PathMapper A F5 0 &
Known Issues
If you ever decide to add walkability to a tile that is normally unwalkable, please note that this will update ALL cells that have this tile. That means that units will also be able to walk over cliffs, doodads and possibly water and the camera bounds when those are covered with the specified tile. In such cases can use the pathing configuration that is part of UMSWE instead of this tool.
LUA Benefits
You can specify callback functions for the condition that a cell needs to meet to be updated and for the update action, making it a lot more flexible and faster. Also the tool becomes a lot more user friendly, because you can save yourself the hassle of bitwise flag operations.
Edit: Nvm. Should've read your post properly. You should be able to save it once using JNGP and then keep editing the map with WEU though.
Under the UMSWE feature of NewGen, there is an option called "Customize Tile Pathability" (or something like that). Just click the rock tile you are using and uncheck Walkable.