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Collision Detection

04-15-2006, 01:22 AM#1
knutz
I've got a trugger that pushes enemies away from you.

I use Vexorian's CS_SafeX and CS_SafeY to make sure they don't fall off the map,

But how do I detect if they're gonna collide with unwalkable doodads and buildings?
04-15-2006, 09:21 AM#2
Freakazoid
Have you tried
Trigger:
Unit - Turn collision for (unit) ON or OFF
04-15-2006, 09:24 AM#3
Captain Griffen
Boolean, Environment - Is point ground pathable.

Not sure if it will detect buildings though.
04-15-2006, 12:06 PM#4
knutz
Quote:
Originally Posted by Captain Griffen
Boolean, Environment - Is point ground pathable.

Not sure if it will detect buildings though.

I tried it and it detects unwalkable cliffs better than what I had, but still sends the unit through tree walls.
04-15-2006, 12:36 PM#5
Taur
WEU has a "is point pathable" function, try copying it into your map script and using that.
04-15-2006, 12:40 PM#6
Captain Griffen
Check for destructibles as well, since you can see if there are any destructibles in range.
04-15-2006, 12:57 PM#7
blu_da_noob
Vexorian made an "is point pathable" function, which I would have thought he might have included in the CS. But anyway: http://www.wc3jass.com/viewtopic.php...asc&highlight=
04-16-2006, 03:30 PM#8
knutz
Quote:
Originally Posted by blu_da_noob
Vexorian made an "is point pathable" function, which I would have thought he might have included in the CS. But anyway: http://www.wc3jass.com/viewtopic.php...asc&highlight=

You're a life saver! Thanks And thanks to Vexorian!

Works perfectly.