| 10-19-2009, 08:48 AM | #1 |
Hio, for my leap spell I use a pathing detection function by Rising Dusk I think. Well the important part is, that it checks by setting a units position to the given x and y values and checks afterwards if they're still the same. The unit has no Locust of course and it uses a windwalk ability to avoid being pushed away by units/items. But my problem occurs with any unit, can be a simple footman as well. When I try to check the pathing on the edges of cliffs that are made with the cliff level terrain tool and not the plateau one, then the unit won't get pushed away. It will stay on that point even though it shouldn't be able to which leads to a wrong pathing detection. Although the cliffs show the same pathing color as ground pathing blockers even the function IsTerrainPathable(x, y, PATHING_TYPE_WALKABILITY) will return true :/ I don't know what really is the matter with that. Maybe units can only be pushed away on the same cliff level and when there's no actual space with the same cliff level around it will just get stuck at the given point? Meanwhile it does work with items... they however make problems when there are items/units on the position already. Thus - problem >___< [I may check if the cliff level is different than the current one and check the pathing with items then, but maybe there's a better solution?] |
| 10-19-2009, 12:01 PM | #2 |
Is the unit movement type floating or flying? |
| 10-19-2009, 02:29 PM | #3 |
Nope, foot and 1ms movementspeed. And after all it works for every other ground just fine. Only for cliffs it's bugging. Even when I put pathing blockers as well on cliffs it still doesn't function correctly :( |
| 10-19-2009, 02:30 PM | #4 |
I think you have to check the cliff levels on the point to get the height diffrence, because cliffs do not change the terrain height. |
| 10-19-2009, 02:42 PM | #5 | |
Quote:
Blizzard cliffs do change the terrain height. View the grid in the world editor. The grid shows you the terrain height around cliffs. |
| 10-19-2009, 02:51 PM | #6 | |
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| 10-19-2009, 05:11 PM | #7 |
Pathing has nothing to do with terrain height at all oO |
| 10-19-2009, 05:30 PM | #8 |
Have you compared what you are doing in your map to the testmap provided in the TerrainPathability script first post? I have tested the system thoroughly on Blizzard cliffs and it works great (as far as I can tell), so make sure that you are emulating it as close as possible. (It should really be simple) You used the in-script objectmerger call for the windwalk ability, right? I'll do some more testing after I update lastorder, though. |
| 10-19-2009, 08:12 PM | #9 |
Hmm I changed the script slidely but nothing that should affect that at all. If you could link me to the original one again I may look if I changed s.th. important. Ahh I just remember I removed some parts because that script caused a fatal error when using bridges with no pathing textures. So I searched for the guilty lines and it was the part where the unit always gets set back to x=0 , y=0 or so. But am not exactly sure. |
