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Bypassing unit movement lag

03-19-2004, 02:49 AM#1
zotax
You know when you order large amounts of units (via triggers) to move all at once, they have giant pathing fit. I was wondering whether if via triggers you divided the units in the unit group into groups of 12, whether they would then move properly.
Eg like in footman wars when you use a mass move type thing all your units have pathing attacks, but if you move 12 individual units they are fine. What if when you issued that mass move order, it would divide all your footmen into say 7 groups of 12, then order each group to move to a point. Wouldnt this solve that issue?
03-19-2004, 02:53 AM#2
linkmaster23
It would if you added like a .10 wait, so they go in waves. Allthough, moving all at once wouldn't really matter if you took away thier collsion size...
03-19-2004, 03:00 AM#3
zotax
Taking away units collision size usually leads to adverse effects ^_^ . It shouldnt really matter if they have a wait or not.
Oh and could someone make the dividing the picked unit group into clusters of 12 trigger. I have a rough idea how it should go but it will save me some trial and error.
03-19-2004, 04:07 AM#4
ThyFlame
Uhm..

loop a (1 to (units in region / 12) (rounded up))
Pick all units in region and add to Variable1
--
loop b (1 to 12)
set variable2 = random unit from variable1
add varable2 to selectedunitgroup
--
issue the order to the movement group
wait x seconds


Should give enough time for 12 of them to get out of the region.