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Collision/Pathing

04-19-2006, 04:03 AM#1
mmx2000
I'm going to be moving a unit in a straight line via a timer; However, I'd like to make sure where I'm moving it to is a viable place for it to go; IE: if it hits a wall of trees, it stops, or a cliff, it stops, etc.

Do the native SetUnitX/Y/Position functions check that? If not, is there a function that does?
04-19-2006, 08:41 AM#2
vile
http://www.wc3jass.com/viewtopic.php?t=2374

Using call CheckPathability(x, y) will return false if its not pathable
Just check the next 100 radius X/Y each time you're moving the unit, or around 35 radius if you want collision of units too.
04-19-2006, 05:10 PM#3
mmx2000
Quote:
Originally Posted by vile
http://www.wc3jass.com/viewtopic.php?t=2374

Using call CheckPathability(x, y) will return false if its not pathable
Just check the next 100 radius X/Y each time you're moving the unit, or around 35 radius if you want collision of units too.
Thanks :)
I ended up using IsTerrainPathable(x, y, pathingtype) with PATHING_TYPE_WALKABILITY, and used Vex's caster system's Collision Missiles for collision with units.