| 02-11-2006, 11:38 AM | #1 |
Cant seem to find the answer thru the search options so...quick question: I got an ability based off of Spawn Hydra, that spawns a bunch of units that have no model, only last 0.5 seconds and explode on death. The problem is I want the units spawned to be spread out, but they all just spawn on top of each other. Ive tried changing their collision size, the movement type, and various other fields in the unit editor. Anyone know why they spawn on top of each other? and how I can prevent it (perferably without using triggers)? |
| 02-11-2006, 01:10 PM | #2 |
but when you set big pathing size, they can't spawn on each other. |
| 02-11-2006, 02:44 PM | #3 |
cant you just detect and move than around randomly (polar-wise) before the .5 timer? |
| 02-11-2006, 03:13 PM | #4 |
He wanted answer without triggers. If you can use triggers, best way would be to trigger the spawn. event a unit dies condition dying unit = xxx action for each integer a from 1 to 5 actions Create 1 Bomb in Position of Dying unit offset by Random integer from 100-500 towards Random integer from 0-360 thats pseudotrigger code. xD |
| 02-11-2006, 04:08 PM | #5 |
For what reason would you want there to be two separate units anyway? You can only separate them so much with collision size, might as well spawn one unit after death with a bigger AoE. I don't think there's a non-trigger solution (I don't think changing model does anything, I might be wrong, but it doesn't make sense) because 0.5 seconds usually isn't enough time to split. From what you've said, it appears the two units will always spawn at the same point, and don't have enough time to move away. If what you've done doesn't work, there probably isn't a non-trigger way to do it. |
| 02-11-2006, 04:24 PM | #6 |
I think what you might be interested in is Movement - Group Separation - Enabled. Setting this to True will cause the units to behave like fliers do when they are clumped up; that is, it will spread them out automatically over a short period of time. Just try turning it on for your bomb units and see what happens. |
| 02-11-2006, 07:59 PM | #7 | |||
Quote:
You mean: Pathing - Collision Size ? If so, I have it set to 32. Which is the same as the Collision Size Im using for a Lava Spawn summon(Different spell). The Lava Spawns are spawned next to each other like they are suppose to, but the bomb does not. Quote:
becuase I want the spell to first summon 1 bomb, when it goes off it then summons 2 bombs, then when each of those goes off they will summon another 3 bombs, each time spawning progressivly more bombs in an area. I also was hoping to be able to manipulate theyre collision size so that they will spawn in different locations each time. Where they spawn would also vary from becuase of surrounding units. Quote:
Tried it, but it didn't work. Even tried making the bombs movement type Fly. I even increased their timed life to 5 seconds. Still no go, they didn't move at all. What is really confusing me is the fact that if I change the unit spawned to the Lava Spawn (mentioned above), they follow proper group seperation... Obviously there is a value somewhere that will allow this but all of them are based off the same unit and I currently have both of their movement and collision settings identical... ![]() |
| 02-11-2006, 08:14 PM | #8 |
Solved! The problem was 'Combat - Attacks Enabled' of all things. lol It was set to None. As soon as I set it to 'Attack 1 Only', they seperated. I set their Targets Allowed setting to 'Self' only so they don't actualy attack anything. Also I noticed: Setting their movement type to fly (with group seperation enabled)causes them to move from the spawn point to the seperation points. Setting it to foot causes them to be spawned at the seperation points. Locust prevents group seperation!! Which sucks. I don't want the bombs to be selectable. Is there any other ability that will do this? EDIT: Rep to Panto because his post lead me to this solution. EDIT2: Also For those who wish to know: I kept getting the Feral Wolf summon effect when they died (the little red electical and smoke puff), I got rid of this by going to Buffs/Effects Tab>Special>Buffs>Summoned Unit Simply remove 'Art - Effect'. Note this will remove the effect from all spawn abilities. |
| 02-11-2006, 09:02 PM | #9 |
Of course Locust prevents group separation. Locust disables pathing so collision size isn't taken. Locust units can stack on each other without problems. |
