Bricks
Post #1
payne
Nov 13 2010, 7:07 pm
Post #2
Devourer
Nov 13 2010, 7:14 pm
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Back in action!
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If object is moved via triggers you simply use 1(or more points) and move them to the position of where the brick will be after the move. Via a condition you check whether a unit is near the point (radius of 1 or w/e), if so you know that something is in the way.
That was my first idea. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Post #5
NicholasBeige
Nov 13 2010, 8:50 pm
Post #8
DevliN
Nov 16 2010, 9:01 pm
Post #9
payne
Nov 16 2010, 10:27 pm
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Addicted to SEN Games -Add more!-
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I want to use Behaviors to detect the collision between units to improve responsiveness... the new problem is that the Search Area effect detect units only at their center and in my case, it's a stretched cube.
Are there any ways to set the unit's collision region to something rectangular via the Data Editor? EDIT: Nearly it! I did a Circle region and created 2 'negative' rectangulars to crop it. Repeat until you have your 4 quadrants. This post was edited 1 time, last edit by payne: Nov 16 2010, 10:52 pm. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #10
NicholasBeige
Nov 16 2010, 10:58 pm
Post #14
Roy
Nov 17 2010, 1:01 am
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An artist's depiction of an Extended Unit Death
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If I recall correctly, negative regions do not work. I tried putting one inside a large square, but units inside the negated area were still considered inside of the region. Have you thoroughly tested this to be the exact effect you want?
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