• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Units not in right position when testing map

Status
Not open for further replies.
Level 3
Joined
May 24, 2012
Messages
57
I'm trying to figure out what can cause units that I have placed in specific positions in a map to be out of place ( In a different location EX. if I place a tower in the very top right corner of map sometimes during a test it will be not in the top right corner, the new location varies). What could cause this? I am using default Editor, no mods, no customizing, no file changes, its not a melee map but there are no triggers that have to do with unit positions being used. or any triggers that have to do with locations period for that matter. So why are the units not being put into the correct locations upon testing?
 
Level 5
Joined
Nov 30, 2012
Messages
200
This happens to me sometimes, though I have never figured out exactly what causes it. Sometimes I do find, however, that pathing blockers can screw it up. Also, is the tower flying? That would make it change its position based off of your perspective. Try checking what the coordinates are in WE by hovering over it with your mouse. Then make a trigger that tells you the x- and y-coordinates. I am curious as to whether they are the same.
 
it is probably due to the pathing. do u have any trees / destructibles / pathing blockers near the building ? if u do and u want the building to be in the exact same spot then use a trigger that fires at 0.00 time elapsed. then use this
  • Custom script: call SetUnitX ( udg_urUnit, udg_tempX)
  • Custom script: call SetUnitY ( udg_urUnit, udg_tempY)
setunitx/y ignores pathing and can be used to set units directly on top of one another. check out more about it in my tutorial Things a GUIer should know
 
Level 3
Joined
May 24, 2012
Messages
57
it is probably due to the pathing. do u have any trees / destructibles / pathing blockers near the building ? if u do and u want the building to be in the exact same spot then use a trigger that fires at 0.00 time elapsed. then use this
  • Custom script: call SetUnitX ( udg_urUnit, udg_tempX)
  • Custom script: call SetUnitY ( udg_urUnit, udg_tempY)
setunitx/y ignores pathing and can be used to set units directly on top of one another. check out more about it in my tutorial Things a GUIer should know

Thanks going to try this out. I do have it next to trees etc but as far as I can tell it shouldn't be interfering but who knows it is Blizzard tool lol
 
Level 3
Joined
May 24, 2012
Messages
57
well the units collision is set to default and is 200 units away from the nearest thing that even has collision. the nearest object being a tree and the tree's pathing and collision is also set to default.
 
Level 3
Joined
May 24, 2012
Messages
57
I figured out what was causing the problem (with the current map). I was placing ziggurats and had changed the terrain from blight to "X" terrain so the building technically wasn't able to be placed where it was kinda of deal. ( Now i feel stupid for had not thinking of that earlier)
 
Status
Not open for further replies.
Top