Staredit Network > Forums > SC2 Assistance > Topic: Dynamic Pathing Fill & NoFly
Dynamic Pathing Fill & NoFly
Aug 7 2010, 2:08 am
By: Undead-Fox  

Aug 7 2010, 2:08 am Undead-Fox Post #1



How does this work?
I've been messing around with the pathing tools to figure them out, as most tend to do, but I'm not quite sure how this tool decides on how to work... Can anyone help? I'm sure using this is a lot easier in some situations than to go around manually painting out the pathing.

Also, how does the NoFly pathing tool work exactly? I've placed multiples of it down to make a wall of the little symbols so that a unit can't fly through those areas... but... is there an easier way to cover a large area BESIDES making a wall of these little things?



None.

Aug 10 2010, 2:55 am payne Post #2

:payne:

I'd love to see the answers to those questions too,
Bump! :)



None.

Aug 12 2010, 11:26 am Undead-Fox Post #3



Anyone have any idea?

Also, darn, I was hoping Payne would know... x.x Heh



None.

Aug 12 2010, 6:13 pm Ahli Post #4

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

That dynamic path blocker blocks buildablility and ground movement in a connected area with the same cliff height.




Aug 12 2010, 6:47 pm payne Post #5

:payne:

Quote from Ahli
That dynamic path blocker blocks buildablility and ground movement in a connected area with the same cliff height.
So if I have a cliff that has a ramp to the ground level and just a bit further, that same ground level has a ramp to an other cliff, does that mean both cliffs are unwalkable?



None.

Aug 12 2010, 8:09 pm Undead-Fox Post #6



Quote from Ahli
That dynamic path blocker blocks buildablility and ground movement in a connected area with the same cliff height.
Thanks, but, that's pretty much exactly what the editor tells you...
"Place points which block pathing for all terrain on the same cliff level as the point."

I've tried placing it half-way down the side of a cliff, so I wouldn't have to manually put NoPathing so units can't just go up and down a cliff, figuring that for this patch of land, it would make an automatic NoPathing for that particular height.
Units were still able to somehow go up and down the side of the cliff like magic idiots.

Testing it other ways, I placed it on a spot on the ground one tier above the rest of the map, and it created some sort of weird diagonal NoPathing across the entire map.
The entire map was the same height (with the exception of where it was placed), but it only allowed half of the map to be walkable, and it was a very straight diagonal line dividing the map.

Hence why I'm wondering if anyone else knows just exactly what this does... In campaign maps, I only ever see it used in rather small areas that are even made to be walkable.



None.

Aug 12 2010, 9:34 pm Ahli Post #7

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

that dynamic blocker has:
-no effect when placed in the top left edge of the map (outside the drawn borders)
-blocks pathing/buildability when placed somewhere else like I stated above (at least that works for me, just tested)

Anyway, we still need a comfortable method to create some sort of air unit cage (e.g. for your Tower Builder Unit).
I feel stupid, if I have to place 400 of that blockers in my map.




Nov 30 2010, 9:19 pm ImagoDeo Post #8



As Ahli mentioned, the blocker has to be on the cliff level that you want to be unpathable. AFAIK it doesn't spread down ramps ever. It also must be inside the camera boundaries IIRC or else it won't work. I've never run into any other major problems with it, though - at least, none that weren't fixable by replacing the pathing fillers.

I used it to block ground unit pathing on top of certain cliffs in a melee map of mine, http://www.staredit.net/topic/12711/ - you can download the map and take a look at it if you want. Works perfectly.

As for no fly zones, they were intended for tall doodads to prevent air units from flying through places that it looks like they shouldn't. Blizzard has stated, IIRC, that they intend to add painted no-fly zones 'in a future patch'. :<_<:



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