Warcraft III resources & community, 2003–2006 · archived

Pathing map problems

7 posts
#1

Pathing map problems

I am making a very large scale map, so I want all my buildings to be as small as I can get them. Right now I have them as 1x1 (single cell). However, I also want it so you can want between the buildings. Either I can make it so units walk right through the buildings, or they have to go around the entire group of buildings. I've tryed a lot of different pathing maps, but none seem to work the way I want them to. I really don't want to have buildings 2x2 or 3x3, but I may have to.

So basically, what's the smallest pathing map I can use and still have units (very small units) able to walk between buildings that are right next to eachother? Is there any way I can use a custom pathing map to acomplish this?
#2
Remove all pathing on the buildings (by removing their pathing maps in the object editor) and create their pathing using only pathing blocker doodads. Also, the collision radius of the units counts, too. Is the gaps are too narrow they will simply walk around the whole group.
-VGsatomi
#3
Would that make it impossible to do if you were to build the buildings or can you create pathing blockers as the building is built? I don't need it for anything, just curious.
#4
I'm assuming thats he's talking about pre-placed buildings, since he mentioned units moving through them. If its buildable ones, then he'll have to reduce the collision detection on either the buildings or the units to allow room for them to move in between buildings.
-VGsatomi
#5
Yeah, what Ki said is what I need actually. The thing is, I had problems on both pathing maps i've tryed that are small enough. The one were you normally walk through (zone indicator), I've set it all the way up to 100 and they could still walk through the middle. Oh the one where they have to go around an entire cluster of buildings (barrel), I've set it to 0, and they still had to walk around. I'll experiment around with this more, but if there are any sure fire ways (or good theories), please share.

Thanks.
#6
collision size applies only to non-buildings to my understanding, so a building must always use a path map, which, the smallest being 1x1 solid...

that being said you could try making the buildings into 'unmovable and unturnable' units with a small collision size, that should allow other units to move around them that have small enough collision

of course thats just my take on things
#7
Hm. That'll mean they will have commands like a unit though, and how can I make it so they can't turn or move at all?