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Pathing Problem with Gates

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Level 9
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Mar 10, 2005
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I have open/closable gates in my map. I already made the open gates pathable, and units will eventually walk through it. However, sometimes, the units do not realize that the newly opened gates are pathable and still think it isn't. Is there any way to make the warcraft III ai think that the opened gates are pathable instead of trying to walk around open gates?

The link to my map is on the bottom. I think that would best describe the problem. >.>
 
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I think what you mean is something like: You order units to move behind a gate, the units try to go and find another way around somewhere else, 2 seconds later the gate opens, and the units are still trying to find another way around.

I wouldn't know if that's possible, but if just issue the same order again they should be smart enough to know that the gate has opened up. But then again, that's probably not what you're looking for. You probably want them to go through the gate on their own. I don't think that would be possible.
 
Level 9
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I think what you mean is something like: You order units to move behind a gate, the units try to go and find another way around somewhere else, 2 seconds later the gate opens, and the units are still trying to find another way around.

I wouldn't know if that's possible, but if just issue the same order again they should be smart enough to know that the gate has opened up. But then again, that's probably not what you're looking for. You probably want them to go through the gate on their own. I don't think that would be possible.

Ugggh. So no way at all? I see other maps with working gates...
 
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Try using the "Replace" function, if that doesnt work. Double remove the units pathing via "Remove Collision" trigger.

I already tried replace. When I do replace, the walls "seperate" from each other. Remove collision I tried too, it only removes collison for the unit with something else, other units still treat it as an obstacle...
 
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Okay, so are you opening these gates before or after you order your units to move?

Opening before the units move. It's best seen with an example on my map (link in my siggie) with the barricade unit. Seal an entrance off with walls and deactivate the walls. The units will still try walking around the deactivated walls. If i spam click, the units will eventually pass.

If you know any solution, I would greatly appreciate it >.>
 
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Have you tried making the open gates have no pathing, rather than simply no collision?

The gates have mushroom pathing since map will crash if i reactivate gate with something ontop. The mushroom pathing is like having nothing at all.

I already tried with no pathing, still same error + crashing if unit is ontop.

I was wondering if there's any possible trigger or jass code for the pathing to "reset" as soon as the gate deactivates. Usually the unit pathing ai thinks the opened gate still has the same pathing as the closed gate even though its not until I spam click a unit to walk over the said gate....

This guy on the thread had the exact same problem and no resolution: http://www.hiveworkshop.com/forums/world-editor-help-zone-98/buildable-gate-trouble-164096/ as well as this guy http://war3.incgamers.com/forums/showthread.php?t=47190

Also, I'm pretty sure the buildable gates in the map Castle Builder work properly...if anyone has an unprotected version of it or knows how to make it like that, I would appreciate it.

Please help if you know any solution!
 
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Level 13
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Alright,

A: Its either a bug with the pathing, and units are somehow formulating a pathing set without using the gates; This can be solved by periodically ordering units to move to the certain point, thus forcing them to recalculate their pathing.

B: The harder one, the actual settings may be buggy, and thus decreasing performance of your map, this can be solved in one of two ways. Make units who have to use the gates be 'Air' and place air blockers over everywhere you dont want them to go. (Assuming your not using air; if you are. Just delete the pathing blockers via triggers.)
The second way is just not use gates. And use some other sfx that has similar effects.
 
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Okay, apparently after 10 hours of trial and error, I finally figured out how to make it work.

I used bear form for morphing the wall to a deactivated wall. However, morphing still keeps some of the old units data temporarily, such as pathing for the other units. However, using the replace function apparentally shifts the walls over. This was when I used barrel pathing map for the wall and mushrooms for the deactivated walls. When I changed pathing from mushroom to circle of power, the shifting stopped.

All that is apparently needed for a buildable gate without error are:

-bear form that has activated and unactivated wall
-activated wall with barrel pathing
-inactivated wall with circle of power pathing
-a unit replacement trigger when the activated wall is transforming into the non activated wall

Issued resolved, please close!
 
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