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Using a square search area effect orientated by the units facing position combined with a pair of 2 validators and one targeted force effect and one behavior I have simulated length wise pathing, allowing long linear shapes to be created, disadvantaging melee units such as zerglings, preventing them from attacking the front and back of the unit, due to the search area being greater then the collision radius, to compensate for this, zerglings attack range have been increased from 0.0 range to 0.25 range, allowing even this long boxy shape to work quite well. Very happy with the results. Special thanks to doctor super evil for help with kinetics and forces and special thanks to a few others for help with physics nodes.
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