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View Full Version : Failure to generate appropriate Pathing on Water


WherewolfTherewolf
11-25-2010, 07:06 PM
Hey, I had been working on the terrain for a map using the whole start out with a map full of water and then raise the ground up to create more realistic terrain when I noticed something odd. Water isn't generating unwalkable pathing for some odd reason. It generates Naval pathing and unbuildable pathing correctly, but land units can just walk straight through deep water as if it was normal land. I'm not using any third party editors or anything, and using pathing blockers would use up way too many destructables.

What can I do to fix this?
I've never gotten this before'

Hey, I had been working on the terrain for a map using the whole start out with a map full of water and then raise the ground up to create more realistic terrain when I noticed something odd. Water isn't generating unwalkable pathing for some odd reason. It generates Naval pathing and unbuildable pathing correctly, but land units can just walk straight through deep water as if it was normal land. I'm not using any third party editors or anything, and using pathing blockers would use up way too many destructables.

What can I do to fix this?
I've never gotten this before


Edit:
Tested on another map and it seems my editor is completely bugged like this - example with water and without water is uploaded at the bottum

Grey Nightmare
11-25-2010, 09:31 PM
Interesting, I swear I had a similar problem the other day, I had a random point spawn system and I spawned in deep water T_T

Is it something to do with starting a map as 'all water'?

Or is this literally happening with any and all water you place?

WherewolfTherewolf
11-25-2010, 09:36 PM
Well I created a second map normally to test and lowered some water, same pathing failure
And yeah - land units ignore ALL water and can work through it fine

But yeah, units can spawn in deep water normally, they just can't move (here they could though)

Grey Nightmare
11-25-2010, 09:53 PM
Same, I could move =S

Hmm, very interesting.
I just tried to duplicate the issue, nothing, pathing is perfect, won't allow placement. :/
I use JNPG though... hmm.

That's got me curious =D

WherewolfTherewolf
11-25-2010, 09:54 PM
But I'm using the normal unaltered editor - which makes this even more odd, I'd expect that sort of thing from a glitchy third party editor

Grey Nightmare
11-25-2010, 10:15 PM
:/

Me to, if I think of anything/have another look tomorrow I'll be sure to inform you =)

fladdermasken
11-25-2010, 11:16 PM
Couldn't this be solved simply by placing the abyss tiles wherever you have deep water? They disable pathing afterall.

WherewolfTherewolf
11-25-2010, 11:19 PM
Yes - but I'd rather not take up more tileset space by adding more tiles to the tileset, I'm guessing this is a bug so I'd like a way to set it back to what it should normally do

WherewolfTherewolf
12-04-2010, 05:46 PM
-bump-