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Does GUI have pathing type condition?

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Level 9
Joined
Jun 26, 2007
Messages
659
Is that something like this that you want?
  • Unvalid destination forbidden
  • Events
    • Unit - a unit is issued an order with a point as target
  • Conditions
    • (Issued order) Equal to (Order(move))
    • (Terrain pathing at (Target point of issued order) of type Walking is off) Equal to TRUE
  • Actions
    • Unit - Order (Triggering unit) to Stop
I suppose "terrain pathing at point of type walking is off" means that units can't walk on this point
 
Level 11
Joined
Dec 8, 2006
Messages
334
well yes, it's something like YoshiRyu says.
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Terrain pathing at TempPoint of type Walkability is off) Equal to True
    • Then - Actions
      • Unit - Kill Unit
    • Else - Actions
      • Unit - Move Unit instantly to TempPoint
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Terrain pathing at TempPoint of type Buildability is off) Equal to True
        • Then - Actions
          • Trigger - Turn off Trigger
        • Else - Actions
          • Trigger - Turn on Trigger
But it seems like WE ignore this. Unit move to Temp Point, but it doe's not die if is walkability off and it does not turn off that trigger if is buildability off. I don't understand it :bored:
 
Level 11
Joined
Dec 8, 2006
Messages
334
sure
  • Dopredu
    • Events
      • Time - Every 0.05 seconds of game time
    • Conditions
    • Actions
      • Set TempPoint = ((Position of Unit) offset by (X, Y))
      • Camera - Pan camera for Player 1 (Red) to TempPoint over 0.15 seconds
      • Camera - Set Player 1 (Red)'s camera Rotation to 180.00 over 0.00 seconds
      • Camera - Set Player 1 (Red)'s camera Angle of attack to 325.00 over 0.00 seconds
      • Camera - Set Player 1 (Red)'s camera Distance to target to 2000.00 over 0.00 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Terrain pathing at TempPoint of type Walkability is off) Equal to True
        • Then - Actions
          • Unit - Kill Unit
          • Trigger - Turn off Trigger1 <gen>
          • Trigger - Turn off Trigger2 <gen>
        • Else - Actions
          • Unit - Move Unit instantly to TempPoint
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Terrain pathing at TempPoint of type Buildability is off) Equal to True
            • Then - Actions
              • Trigger - Turn off Trigger1 <gen>
              • Trigger - Turn off Trigger2 <gen>
            • Else - Actions
              • Trigger - Turn on Trigger1 <gen>
              • Trigger - Turn on Trigger2 <gen>
      • Custom script: call RemoveLocation( udg_TempPoint )
 
Level 9
Joined
Jun 26, 2007
Messages
659
Oh, okay, it's like a car game
you move unit by "jump" (with the up arrow maybe)
and you want it to crash if it is going through a tree or something else

what are you using to make ground unwalkable? doodads (trees)? terrains (water)?

EDIT:
I've made test with a trigger that simply display the value of the condition
ground > walkable
tree > walkable
water > unwalkable
limits > unwalkable

so if you use doodads, it doesn't work
it only care about tiles type
 
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