Staredit Network

Staredit Network -> UMS Assistance -> Unit Movement
Report, edit, etc...Posted by Agerak on 2006-11-02 at 18:33:31
I'm trying to get units to follow a straight path but they keep curving out of the path boundaries. I cannot use impassable terrain as a border along the path as I need units to be able to cross over the paths as well. I need the AI to follow them however. I've tried placing locations along that path and movement commands from A to B to C...ect but that still has some curving off the path. I also don't have enough locations to put one location each terrain block, even though I think that would work. Any ideas or input is graciously accepted :-D
Report, edit, etc...Posted by Mini Moose 2707 on 2006-11-02 at 19:05:46
ยป Moved to Mapping Assistance
Report, edit, etc...Posted by fritfrat(U) on 2006-11-02 at 20:07:27
If it is directly a line straight going left/right or up/down and there are no terrain level changes and there are no enemies around that could make them swerve towards them, then they should walk in a straight line. It's a matter of finding out which of those conditions (or more that I forgot) isn't true for your case.
Report, edit, etc...Posted by Kenoli on 2006-11-02 at 20:24:38
http://www.staredit.net/index.php?download=3054
Report, edit, etc...Posted by SI on 2006-11-02 at 22:22:02
I think SC pathing makes ground units walk either horizontally, vertically, or at a 45 degree angle. I may be mistaken tho
Report, edit, etc...Posted by Agerak on 2006-11-02 at 23:06:08
I have them moving near enemy units, is there a way to keep them in a straight line following on a terrain path, there is a elevation difference, low path, high border, but no impassable terrain in between (rectangulat terrain SMCDraft). The map link sent is a great idea, but I have up to 1000 units on the map at once and so many other units (Observers) would become problematic. not sure about total location limit (255) to do each terrain unit, which I know works, but would placing locations about 2-3 terrain grid units apart work?

Edit:
Also, they are given the move command. Not sure if that causes swerving towards enemy units, but didn't think it would.

On a separate note, is it possible to detect wether a unit is in a bunker?
Report, edit, etc...Posted by Kenoli on 2006-11-02 at 23:44:55
QUOTE(Agerak)
is it possible to detect wether a unit is in a bunker?
You can put a small location on the center of the bunker. Units inside the bunker will satisfy the Bring condition at it.
Report, edit, etc...Posted by Agerak on 2006-11-03 at 02:03:16
QUOTE(Kenoli @ Nov 2 2006, 10:44 PM)
You can put a small location on the center of the bunker. Units inside the bunker will satisfy the Bring condition at it.
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'priciate that :-D using that little bit of info to make an othello/pente type game, should be interesting :-D

Still looking for a solution for making computer controlled units follow a straight path. tried the spacing of locations at 3 unit intervals, but that still made waves, though not as severe as previously.

EDIT:
I am using Infested Terran units if that makes a difference. I have used other unit types before such as Reavers and didn't have this issue. Could it be an inherant problem with the unit type?
Report, edit, etc...Posted by fritfrat(U) on 2006-11-04 at 10:46:12
Unit type shouldn't make too big of a difference; they're different sizes and speeds, sure, but it's still following the same basic moving pattern.

This is all for not using the method that ken made a link to:

If you have them walking by enemy units, it is likely they will swerve towards them. You can only get rid of this by having them allied. For terrain differences, I might recommend a location per terrain change, since units always swerve around level changes...

Can you futher describe the entire situation? That might help in thinking up a solution, instead of making general guesses.
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