Still wont work...
I failed to notice earlier, but it wasnt the collision size of the kodo beast which made it stay in its place instead of chasing my unit between the trees, its the fact that it wont even try to chase it in the first place.
I tried basing the raider on other units with no...
Thanks for the quick detailed reply.
1) I checked with a kodo beast unit, and it couldnt pass those trees,
having only 48 collision.
I tried changing the collision to 48 as well with no success
2) I also thought about changing from horse to foot - didnt work.
3) I am a programmer. I...
Well, it doesnt work for me...
This is my map:
The orc raider should not be able to pass through the trees, but the peasant should be able to.
So I tried changing the "Pathing - Collision Size" to 100 from 32:
But it didnt work...
What am I missing here?
Nah, im pretty sure pathing map is for the shape of the collision area, and units have that set to circle by default and there's no changing that.
Wierd, eh?
Hi!
I have a really wierd problem with setting the unit's collision size...
All I'm trying to do is simply making a unit's collision radius bigger so it
wont be able to walk through narrow paths.
I changed the Raider's collision size to 96, and nothing changed,
so I tried changing it to...
I cant use a normal warpgate, I need to simulate one myself so I could check for more conditions before warping.
Anyways this: Current order of unit is targeted warpgate is exactly what I need to do
Hi, first time here :D
I've wanted to ask, is there any way to get the target of a unit's order without
using the issue order trigger?
Im trying to simulate something like a warp gate.
If you pass near the warp gate but your order is not targeted to it then the warp shouldnt be...