| 12-24-2004, 04:19 AM | #1 |
Guest | I've been having difficulties learning how pathing and collision detection work with air units. I've enlarged the size of a zeplin to be 3x bigger than usual and i would like collision/pathing to match this, but any numbers i adjust never seem to do anything. only thing i really see is collision size.. which always = 8.00 on all air units.. i've put this way upt to 350.00 and still no difference. It just doesn't look right when i can't see air units when they are too close.. they should be pushed away from it.. but they just pass right through it like it were a ghost. can you adjust height of air units too? would this have any effect? |
| 12-25-2004, 08:06 PM | #2 |
Guest | I think this was intentional by Blizzard. Since it's an air unit, they should be able to fly above and below each other. But since WC III didnt get probgramed that way, they simply go through each other to simulate that they are either flying though above or below one another. If you change the collision size, it makes the unit flow way from each other father (air units slowly float away from each other until they reach a certain point when they are not moving). Also, changing the collision size of the air unit DOES have an effect, but only in world editor. If you increases the collision size, they wont be able to place the units close to each other. I dont think you can edit how they fly into each other with the unit editor alone. There might be triggers that can help. |
| 12-25-2004, 10:05 PM | #3 |
That's not the problem with just air units. I am having similar problems with floating units. They don't stack like air units do, however, they can move a lot closer to each other in game than I can place them in the editor. For the biggest ship (collision size greater than 200), I have to create a whole plateau because the cliffs prevent me from placing it in narrow passages, but ingame, the ship can maneuver those passages as easily as the smallest ship, and also, other ships can go nearer to it than I can place them in the editor. After reading his topic, I thought, maybe the problem is in the movement type, but after setting it to foot (the huge mountain giant has that, I think), the result was still the same: same collision on all units even though some ships have it four times as large as others... |
| 12-26-2004, 01:25 PM | #4 |
Yes air units have collision turned off from a old patch (maybe 1.14 or similar), something to improve mass air attacks like gargoyles or gyrocopters. Maybe try to use some triggers like Unit - Turn Collision On/Off but i dont know if they affects air units. |
