Pathing blockers bug pathfinding?

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Does anyone have that experience where pathing blockers mess with pathfinding? If so, any solutions?

My units are ordered to go to a location, but they stop at some fence even though the path is not blocked for going to the ordered location


the streets contain air blockers and the stone fences have white custom pathign texture for no build no walk no fly
fe.png
 
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Level 21
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Mar 16, 2008
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EDIT: exactly what type of path blockers are you using? and they are located on the sides of that "road"?

Possibly line the road with ground pathing blockers?
 
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Level 12
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Nov 13, 2010
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ye i figured that out myself but would be less work to fix that bug if possible
you can try to make one region ad the first turn and then set a circle of power in the end. then se a variable for end = circle of power. for init then unit group add end inter b to waypoint variable - then make a trigger for waypoints with custom value and then they hit the first region they get + 1 value and in that trigger order trigger unid to move to postion of picked unit. or you can try and set them up in a hashtable and try with that but set one region ad first turn and one ad the end and see if that works for you if not then you have to set up path regions

i use waypoints and custom value in my maze td map so i think that well work for you to cus no matter how you build the maze they well find a whey to that point
 
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