alright, if you look at some of my other posts im currently working on a bound and a defence. (wich i hope to god i will finish) but anyway, i need to find a way to detect walling. i know the super ancient map "Pick Your Defence" has it.. but im not sure how to do it. if you have any ideas, suggestions, slaps in the face, i will accept them. thanks
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I actually just opened up one of the "Choose Your D" maps and it used the Move order, like I said in the other post.
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oh, i didnt read the other post srry... but you said use the "Move" order? i got a question.. is the computer unallied? im worried that the priority of the units will be set to attacking rather then reaching the destination
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If you use the Move order they will try to get there, and ignore any attacks, but if something gets in their way to the point that they no longer think they can get through, they will stop the Move order and begin to attack. So to answer your first question, yes, they are unallied.
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Walling DetectionThis map uses burrowed Vulture Spider Mines and gives them to a player going down the path. When it detects when a units over top of the mine, it dose a 180
o and goes back up untill it hits the end of the top of the path. When this happens it does another 180
o and goes back down. It keeps on repeating this process untill it can make it all the way down to the other side of the path. If It cant make it to the other side then you have a wall.
![:) :)](/skins/global_images/smilies/smile.gif)
*Slaps midget_man_66*
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heh, thats a kool method. really kool. but i think the "order-move" works fine.
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It doesn't work when your the units blocking aren't the units attacking, for say, if units are out of reach, or you're blocking by pylons.
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Another wall detection method, just in case someone needs it:
http://www.staredit.net/files/443/
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I once saw a really simple method of wall detection, at the beginning of each level the map would send a large unit(an ultralisk, in this case) and check to make sure it reached the end eventually, if it didn't reach the end after a certain time, some units were killed as a penalty, of course, this doesn't work too well in maps where you have units you can move around to block them.
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Using this last method I posted you can even trace the whole wall and kill it selectively
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Another anti-walling thread