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Collision Seize for unit within doodads - Enemy units can't attack it

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I've got a building, which is placed on top of a lot of doodads which serves as a guard tower. I've set the placement requirements to NONE, and the collision size to 0, to allow me to place it there. But this causes enemy units to not be able to attack it. If I increase the collision size the guard tower will be relocated outside the doodads when I test the game.

Am I missing something?
 

Dr Super Good

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Make sure the enemies can see the building to attack it. Some doodads/destructables block vision. Make sure the doodads/destructables do not have a pathing map associated with them. Otherwise they might block the pathability to get to the building preventing melee units from attacking.

Without the map or at least a screenshot it is hard to think of any other possible causes.
 
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Sorry about that - should have provided more information.

This is the unit: Imgur

It's unit, with it's collision size set to 0, and it has a bunch of stone doodads (with collision) underneath it. I thought that I'd be able to place the unit without any collision, and then have the range at which it can be attacked set to a size large enough to reach it by melee units (without being blocked by the doodads).

I'm testing it by attacking it with an allied melee unit and a ranged unit, the ranged can attack it just fine, but the melee can't reach it.

Is is not possible to do that - or do I have to create custom doodads without collision? The thing is, that I want the area where the unit stands, to remain unpathable when the unit dies. I suppose I could do that with triggers though.
 

Dr Super Good

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Please confirm this problem exists in 1.31 to rule out a beta bug.

Some of the doodads/destructables must still have pathing. Make sure both their collision radius is set to 0 and their pathing map is removed.
Is is not possible to do that - or do I have to create custom doodads without collision? The thing is, that I want the area where the unit stands, to remain unpathable when the unit dies. I suppose I could do that with triggers though.
I would imagine it working as long as both the unit and the doodads/destructables take up exactly the same footprint. If it is even slightly bigger it could cause a problem. Otherwise triggers on death to make the area unpathable would be a reasonable solution.
 
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I was not able to test the map in 1.31, but ended up creating doodads with collision set to None, and triggering the area unpathable. Thanks for the help.
 
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