| 11-05-2003, 08:09 PM | #1 |
Any general tips on keeping groups of units moving constantly? yes yes the old noob asking the most basic td question. Anyways theres not even any ai required for the moving, its all left up right or down but it seems whenever units bump into each other it causes them all to freeze and then move out one to two at a time. I have no reference to save me on this because all the best uses of this (mainly burbenog) are protected. I need full speed movement with minimal pausing on turns. In other news I have a question that isnt as easy to solve. Is it possible to use a drain life based spell to convert all life drained to mana without having it actually be life for more than .01 seconds per amount drained? |
| 11-05-2003, 09:54 PM | #2 |
For you first question, try turning Collision off, so that those units will just pass right threw each other, then turn it back on after you're done. For your second question, I may be wrong, but doesn't Rejunivation effect Mana as well as Health? If so, just set the Health Regen to 0 and the Mana Regen to -10 or something. Or "add" a negative Brilliance Aura that only affects the caster, then remove it when its no longer needed. |
| 11-06-2003, 07:52 PM | #3 |
Its a td-like map im working with here. I dont want to take collision off because that greatly overpowers splash towers and monsters end up clumping on any corner. Im looking for basic trigger help. I'm not sure why using a pick all units in region owned by player and order picked move can be so different in actuality in different maps |
| 11-06-2003, 11:23 PM | #4 |
Hmm... I wonder why you're having that pathing problem. Perhaps you just need to increase the size of the turning regions? To the best of my knowledge, you don't need to do anything special whatsoever to get the units to behave appropriately 99% of the time. |
| 11-06-2003, 11:32 PM | #5 |
How about setting waypoints instead of using turning regions? |
| 11-06-2003, 11:35 PM | #6 |
for the turning region are you ordering them to the conter of it? if yes, make em go to a randompoint in the region, that might help |
| 11-07-2003, 12:07 AM | #7 | |
Quote:
Unfortunatly "Random Point in region" doesn't always work right... If the unit (via the move to random point in region trigger) is ordered the move to the very edge of the region, then the unit will not trigger the "Unit enters region" for the region he was ordered to goto, although this is a very minor problem because it is Unlikely that many units would recieve such an order, but the problem DOES exist... Secondly, I have not had a problem with stuck units often, but I made a trigger that was run when a player typed -unstick that would start any computer units moving again. And it worked great, played that map like 10 times, the whole time I think there was only 1 time my units got stuck, and the unstick trigger worked flawlessly. |
