Don't Block Path Trigger?

Status
Not open for further replies.
Level 1
Joined
Sep 27, 2010
Messages
5
Hi@ll,

another question by me:)

Now I wanna know how's the code to make my path always be passable/available.

In my TD map I wanna avoid that players can block the units from accessing the next waypoint; am I right that it has something to do with the "Point Is Passable" condition? - However, just making building blockers doesn't help in my case. What I would need is an action that checks if the path between two point is always the shortest possible by my map conditions(a straight line in this case). Oh, and when a player blocks the mob at any point(spawnpoint or waypoint), the mob shall attack until it reaches it's destination.

so long
SpReeD
 
Level 4
Joined
Jul 4, 2009
Messages
77
I'm making a TD map myself and came across the same problem, although, when the Wave mobs were set to MOVE to a target, and they had a weapon, I found they would automatically attack something in their way. Even though they would rund around like chikens with their heads cut off while doing it.

I found a way to at least keep them from being diverted by long "zig zag patterns of towers by having regions that checked for their target and if they were going the wrong way, they would then be ordered instead to ATTACK to target. Thus damaging the players towers heavily.

I am looking for a better solution myself. However. So Im bumping this with my reply.
 
Level 1
Joined
Sep 27, 2010
Messages
5
Hey, I've found a solution for my problem, well It's not really what I wanted, but it fixes my problem.
I've simply limit the buildcount to like 5, so that players can't wall anymore.

However, it's not the prettiest solution, but it works fine for me, cause I'm not really making a TD, it's more a Unit Defense map, with the ability to build bunkers for the units to encrease attackrange.

I also have just two points, one wave starting region and one wave end region, so that my waves have to run a straight line from A to B.

In another map, I've made a real waypoint to just one "Fail zone" region from six wave spawns, however, some units like void rays, can ATTACK and MOVE at the same time, so I just disable their ability to attack and/or took out their weapons, and now they're moving fine.
 
Level 11
Joined
Aug 1, 2009
Messages
963
Theres a function in the trigger editor that is called something like "pathing cost between points". If it's impossible to get from point A to point B, then it will give you -1 as an integer.

Basically just create a trigger that runs each time a building is built in the area. If the pathing cost is equal to -1, destroy the last created building + refund the player.
 
Level 1
Joined
Sep 27, 2010
Messages
5
thanks for the answer, it was helpful, but
unfortunately the only problem I now have is the 'locale issue'.

Without knowing about this, I edited my map in 2 different languages, for now, just users with the enGB locale can read all the text properly, on all others it will display something like "param/unit/name002" or something like this.
I think I just need to get rid of the other locale on my map, but don't know how.

In 'map info' I can just switch between the 2 loacles and edit the map info stuff,
maybe you know how, it would be great :)
 
Status
Not open for further replies.
Top