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Unreachable Targets

05-18-2006, 12:57 AM#1
Eagle
I have a map where each player's start location is behind two gates. One on each of the players camp.

These are the only paths in or out of the player's camp.

I have triggers to open or close the gates when an allied unit approaches or leaves either region surrounding the gates.

The gates also work correctly if a unit targets another unit or point on the other side of the gate, as long as the gate lies along the LOS between the two points.

The only problem I'm having with the gates occur when the path to the target doesn't leads the unit through the gate.

If the gate is always open, the AI correctly routes the unit though the nearest gate, but if they are closed, the unit just walks to the nearest point along the wall and stops.

Is there a way to inform the AI that the gate is passable(will open) to friendly units.

Thanks
05-19-2006, 01:35 PM#2
Tim.
Nope, the AI only accounts for the Waygates when choosing the shortest path. If the normal gates are closed then it assumes there is no way out and so goes as far as it can. Sorry.
05-19-2006, 09:04 PM#3
Eagle
Quote:
Originally Posted by Tim.
Nope, the AI only accounts for the Waygates when choosing the shortest path. If the normal gates are closed then it assumes there is no way out and so goes as far as it can. Sorry.

You're right, although I did find a way to spoof the AI into tracking beyond the gates.

I pickup up some tidbits from some other posts with similiar issues.

Thanks, for the response
05-19-2006, 10:39 PM#4
PitzerMike
What's the solution to your problem? So people can learn from it.
06-13-2006, 12:05 AM#5
Eagle
My solution was to remove the pathing blocker from the Gate and to use a region to block enemy and/or pass friendly units.

May not be the best solution, but was the only one I could come up with.
06-13-2006, 09:17 AM#6
Thunder_Eye
If you use "order unit to attack move point" you can always order the unit to attackmove into a region on the inside of the gate. Then order it to move through to the final destination.

This would require a check each time the gate is to be closed if there are any allied unit inside the region.

btw I know the problem is already solved, just another solution