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Units getting stuck

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Hey guys,

im currently developing a hero siege with a friend and sometimes we have situations where a big amount of units have to move (for a cinematic, for waves ...). The problem were now facing is that when many units are on the map the movement of them gets stuck and they just slowly move towards the destination. Does anybody know how to fix this or is it a problem in wc3 that cant be fixed?
My ideas yet are:
-hide units that are not visible for the player(didnt test if that work)
-move units with the "move units instantly" trigger and just play the walk animation until theyre fighting
-maybe its kind of a leak and something has to be cleaned?

i appreciate any help :)

greetings
Crashkurs
 

Dr Super Good

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Jan 18, 2005
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is it a problem in wc3 that cant be fixed?
Unfortunately it is an unfixable problem. WC3 pathing system (as I explained in many threads now and am too tired to explain here) cannot support moving large number of units at once due to how micro moves are generated and executed.

As PurgeandFire suggested, ghost ability (or windwalk, that has the same effect when active) or anything that prevents units colliding with each other works well to maximize the duration of micro moves and so improve the amount of units moving per player per unit time.

You can increase the number of micro moves generated per unit time by spreading the units across more players. Each player gets their own micro move generation schedule which is not related to each other. This means that 2 players can move twice as many units as 1 player and half as many units as 4 players etc. If this is a cinematic (no player control) you can use all 16 player slots to move the units by spreading them evenly across players and then changing their colours to appear as if they are all owned by the same player.

In StarCraft II this is not a problem. You can easily send 400 Zerglings to attack a base and they will start moving instantly and literally flow into the base like water if there is a bottleneck. However this does require considerably more resources to perform than WC3 so you still want to keep number of units down.
 
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