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.
x x x
x x x
x x x
x x x
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 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...
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...
I want to modify the charge ability to issue a right-click order instead of an attack order.
The basic problem I'm trying to solve is that if you cast charge on a point, the zealot attack-moves and so will be distracted by enemies. Also, if you cast charge on an allied unit, you attack it...
This should still happen even in a normal map. It's just the unit fidgeting. You've probably noticed it before, eg. when tanks rotate their turrets when idle.
There's a player flag to turn off the fidgeting flag for all units per player (using a trigger) and you can probably do it in the data...