Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Problem with Order...
Problem with Order...
Jul 25 2009, 10:17 pm
By: PhatalPhoenix  

Jul 25 2009, 10:17 pm PhatalPhoenix Post #1



I am currently making a defense map similar to Poker D. There is a path you can't build you defense on which enemy units (owned by a computer player) walk on. At each corner I have a location so they travel around the path from point a -> b -> c, etc around the area.

The problem is units have a tendency to not go straight and end up going off the path at times. Some units will follow it perfectly while other (usually larger sized) units do not. I have tried moving the locations around and changing their sizes.

Any help would be appreciated. I would think it wouldn't be too hard, so I haven't supplied any specific triggers, etc.

Thanks for any help.



None.

Jul 25 2009, 10:34 pm Sorrow_Faith Post #2



Since you said "Similar to Poker D". If your really doing terrain like Poker D, it shouldn't be a problem since the path that computer follow is bordered by "unwalkable" terrain. But you said "Build" which Poker D doesn't have.



None.

Jul 25 2009, 10:42 pm NudeRaider Post #3

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Yeah, the only way to prevent units from wandering off long paths is blocking them with unwalkable terrain,
or you cut the long paths short by adding a few locations that serve as waypoints between the corners.

It's an AI issue, so there will be only workarounds.
If possible, you could have an invisible observer or scourge lead them along the track and always order them to it. (probably not recommended)




Jul 26 2009, 3:02 am rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

I vaguely remember someone saying they found a way to make ground units actually travel in a straight line, and had a test map to accompany it, but I think it's on ML. Adding more locations is the way to go. You can also line the path with lings, then center a locations on it, give the ling away to another player, center a different location on the next zergling, and order units at the first location to go to the second. Rinse and repeat until there are no more left, then give all the lings back to the original player, and start again. You may not want to do this EVERY trigger run, or else it will get laggy.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 26 2009, 3:25 am Sorrow_Faith Post #5



Eh, the problem with that rockz is that the rate of changing lings may not be the same as the speed the units go. :O



None.

Jul 26 2009, 4:00 am rockz Post #6

ᴄʜᴇᴇsᴇ ɪᴛ!

It's instant, at the most every other frame. You have multiple copies of the trigger.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 27 2009, 9:57 am Ahli Post #7

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

I always use a small location, 2 tiles space, next location. But doing a lot of tests and small location changes (and deleting not needed ones) is a must.

In my "Poker Temple" map I nearly maxed out the possible without centering locations (more than 230 to order units) to save units.

The terrain around effects the movement and even where the unit is on the map (units behave a bit different in other parts of the map, top right is "worst" in my memory).




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