Have you ever played power towers (by me)? It allows remazing and uses backtrack detection to prevent pathing abuse. It's not perfect, but surprisingly hard to beat (especially reliably).
Hmm, that could work. The main downsides would be blocking building placement by accident or false-positives on players re-mazing a part the runners had already passed through.
I can juke the runner referee just as well as the rest of the runners. Remember: I haven't walled at any point, I just keep moving the exit. Something like this:
(R is runner, x are walls, <>v^ are runner direction)
Runner heading to right-side exit.
xxx x
x x x
x x x
x x x
x x x
x R>x
xxxxx...
If players can build during the rounds, detecting no-path situations is not enough. Players can open/close opposite exits to keep runners going in circles without ever fully walling. In that case it's best to ignore detecting walls and instead detect runners backtracking.
I used to play Cube TD...
It is definitely a facing issue. When a unit moves close, I see the ability button light up as if it were trying to cast. But it only starts casting when the unit runs in front.
I know that not all abilities require facing (eg. chrono boost), so where is the setting?
I have an idea now: it might be because medivacs face the target before starting to heal? A building wouldn't be able to do that, and buildings face bottom left.
How do I disable that?
I have a modified medivac heal spell, which I have given to a modified planetary fortress. The idea is that hero units come back to the base to be healed.
Before the patch everything worked fine, but now it will only start casting if the hero stands slightly below and to the left of the...
I was playing impossible scenarios and made it to the last level. Figuring I would neural parasite my way to victory I made infestors only to discover something very odd:
The AI attacks any unit you ORDER the spell on, whether or not you cast it!
Needless to say, that made the level super easy...
That model one is devious. The actor/unit thing is already confusing, but then they *%&# up the model paths. The new paths even look legit if you don't pay close attention!
I'm not sure if I agree with the function/action distinction being a pitfall. One returns a value and the other doesn't. It's a reasonable place to draw a line.
I figured out how to do it. I needed two validators:
1) A 'Unit Compare Order Target Range' validator to check the distance from the caster to its target (and also so specify the Attack ability).
2) A 'Unit Order Target Type' validator, with just the default settings, to prevent autocasting when...
I have a modified stim ability, with no hp cost, and I want to have it autocast when the caster is attacking an enemy unit.
What I tried to do is use the same validators as the charge ability, since it has the autocast behavior I want. Unfortunately, now the unit just constantly autocasts...
Well, in this context, the order is sortof 'what charge does while zealot runs fast'. But there's also no 'smart' order in the trigger editor, at least not that I saw.