- Joined
- Sep 8, 2004
- Messages
- 633
So here's my problem, in my map, you control a maximum of 150 marines, per player.
To control these many marines, i made a mass attack controller, which,
when the controller moves to a certain rect, relative to a location in the map,
orders all marines to attack-move there.
The problem is that all marines start clogging up when they're close together.
The essence of the problem lies within the warcraft 3's pathing code - i believe.
Everytime a marine bumps into another marine, it starts calculating a new path for it,
but since it's 150 marines packed together, it just starts calculating new paths for 100 marines at a time,
2x per second. The result is that the marines clogg up, and get ahead very slowly.
One thing i know for a fact is that in starcraft this did not happen (simpler pathing).
What i would like to know is;
- Can i trigger them to move in groups? like, if there's 100 marines, it orders groups of 12, to go,
one group per second?
Or, is there a way to DESTROY (Caps ftw ) the advanced pathing?
Thanks in advance.
To control these many marines, i made a mass attack controller, which,
when the controller moves to a certain rect, relative to a location in the map,
orders all marines to attack-move there.
The problem is that all marines start clogging up when they're close together.
The essence of the problem lies within the warcraft 3's pathing code - i believe.
Everytime a marine bumps into another marine, it starts calculating a new path for it,
but since it's 150 marines packed together, it just starts calculating new paths for 100 marines at a time,
2x per second. The result is that the marines clogg up, and get ahead very slowly.
One thing i know for a fact is that in starcraft this did not happen (simpler pathing).
What i would like to know is;
- Can i trigger them to move in groups? like, if there's 100 marines, it orders groups of 12, to go,
one group per second?
Or, is there a way to DESTROY (Caps ftw ) the advanced pathing?
Thanks in advance.