• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • 🏆 Hive's 6th HD Modeling Contest: Mechanical is now open! Design and model a mechanical creature, mechanized animal, a futuristic robotic being, or anything else your imagination can tinker with! 📅 Submissions close on June 30, 2024. Don't miss this opportunity to let your creativity shine! Enter now and show us your mechanical masterpiece! 🔗 Click here to enter!

[Solved] Turning unit-unit collisions off, TOTALLY off

Status
Not open for further replies.
Level 4
Joined
Dec 25, 2012
Messages
66
Ability idea: Upon casting, every 0.1 seconds semitransparent copies of Casting unit spawn at the Position of Casting unit. These copies cannot move but can attack and disappear 1 second after being created. Max 10 copies.

The only part I'm having trouble with is the collision of created unit. Copies are created dynamically, using
Unit - create 1 (Unit-type of casting unit) at (position of casting unit). And whenever the casting unit moves, it jerks to unoccupied nearby position due to having a unit spawn technically inside it.

I am aware of "Unit-turn collision off" function, but it only removes unit-terrain/doodad collisions. The unit ITSELF is still considered an obstacle. I am also aware of Crow form ability properties - giving it doesn't change unit's collision state, only visual flying height.

Is there a way to make unit completely pathable on-the-fly with triggers? At least for ground units only.
 
Level 4
Joined
Dec 25, 2012
Messages
66
phased?

In any case, you could add the Ghost ability (the visible one) so other units can walk through your unit.

Phased = Windwalk with negative fade time, as in DotA phase boots ability.

Ghost ability allows units to move through ghosted unit, but doesn't allow ghost itself to move through others. My aim was to disable collisions in both ways.
 
Status
Not open for further replies.
Top