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Waygate target-unwalkable-area bug (or is it?)

06-16-2006, 03:19 AM#1
Darth_Bob
I'm having this problem where, if I tell a group of units to move to an area that is unwalkable (in this case a building), when they run past a waygate they will enter and appear at its end location for a split second before transporting back and running to where I told them to.

I also have triggers in place that will immediately order any units that enter the waygate's end destination to run off in another direction (I only know that they come back by disabling these triggers before testing), so any units that do this are automatically lost and eventually end up where they were when the player ordered them to the unwalkable area in the first place.

The area where these units will be ordered to go has a building in the center. A large percentage of the time, players will probably hit this building when ordering units into the battlefield.

The reason I can't just disable the waygates and use triggers to transport only the desired units is because I need the entire waygate area to be walkable for everyone (the waygates are located directly in the path of the base and the battlefield).

Has anyone encountered this before or knows a way to prevent this split-second transporting problem? Or is there a way to transport units from region to region with triggers while still leaving the transport area walkable?
06-16-2006, 05:14 AM#2
Pheonix-IV
Its because the AoE in which the waygate fires is actually larger than the area in which the units can enter it, so the AI automatically attempts to "Waygate Jump" to make the units instantly leap forward a short distance, thus taking a shorter path.
06-16-2006, 05:45 AM#3
Darth_Bob
Darn...

Is there anything I can do?
06-16-2006, 07:11 AM#4
Pheonix-IV
Only if the waygate is one-way (Like a Cave, can only be "Entered" from one direction.) Otherwise, nope.