[Solved] Unit collision and robo-goblin ability problem

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Hello, so i'm trying to make a hero that has 2 state, 1 normal and the other is invisible. To do so, i created 2 units, Hero and Hero(morphed). The Hero(morphed) unit has invisibility and more movement speed that the normal one. I usec Robo-goblin to make the hero switch state. The thing works pretty well, but there is one last problem i can't resolve by myself.

I want the Hero(morphed) to be able to pass trought units.
I tried all of these ways.

Set Pathing Collision Size = 0 only for Hero(morphed)
Add walkable classification
Add the Ghost(visible) ability
Use the trigger Unit - Set Hero(morph) collision Off

no one of these works, so maybe there is some problem with the robo-goblin interaction?


Thank for help
 
Set Pathing Collision Size = 0 only for Hero(morphed)
Add the Ghost(visible) ability
These allow others to walk trough your Unit.
The Goblin Morph spell is fine.

The two options allowing walk trough others are:
  • This Trigger set Collision off
  • Or a Windwalk with unlimited Duration.
Both have some unwanted side effects.

I Attached a functioniating Version with the Windwalk gained by a Powerup
 

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  • Walk Through others.w3x
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Level 9
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Hey thanks for repling, i tried the map u attached and it seems to work! Thanks! +rep :)

I still don't know why the Trigger - Set Collision Off is not worlking

Edit: Well there is a problem. The Hero has windwalk's buff so if the hero attack the buff disappear and a 0! text show up on him.
 
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Level 9
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Messages
385
I set the duration time in object editor to 0.10

The trigger works for order id

Event
A unit is issued a order with no target
Actions
If Issued unit order is equal to 'robogoblin'
Then
Set Unit collision off


Still not working.... i'm startin to get mad

Thanks for the reply!



Edit: added a timer of the collision finalyl it works!
Thanks to all!!
 
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You should use "a unit starts the effect of an ability" instead of "issued a order with no target".
Using shift you can issue robo-goblin multiple times at the same time, which ca lead to problems.
In general if you are making spells you should use "a unit starts the effect of an ability", because it triggers after the spell was succesfully casted.


Example:

  • Robo Goblin
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Robo-Goblin
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • -------- this is the normal form --------
          • (Unit-type of (Triggering unit)) Equal to Tinker
        • Then - Actions
          • -------- transformation into morphed --------
          • Wait 0.10 seconds
          • Unit - Turn collision for (Triggering unit) Off
        • Else - Actions
          • -------- transformation into normal --------
          • Wait 0.10 seconds
          • Unit - Turn collision for (Triggering unit) On
Use timers instead of the waits, so it's accurate.
 
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