Snippet Artificial Pathing Blockers

Azlier

Old World Ghost
Reaction score
461
Err. What pathing blockers are you using? Give me a rawcode.
 

Narks

Vastly intelligent whale-like being from the stars
Reaction score
90
this is win, been always trying to figure out how to do this
 

Rushhour

New Member
Reaction score
46
Well actually I'm using all pathing blockers, 'YTpb' 'YTpc' 'YTab' 'YTac' 'YTfb' and 'YTfc' . I didn't touch these blockers and didn't touch your snippet (expect the object merger call ofc)

My testing units have collision size 0, but the normal pathing blockers work fine for them. Could this be the problem?
Edit: Did another test with a unit with collision size 16. APB deactivated: all right, APB activated: runs through blockers. :O

Edit2: It replaces previously unwalkable areaas with walkable areas!
 

Azlier

Old World Ghost
Reaction score
461
You're saying it replaces previously walkable areas with walkable areas?

Try changing the collision size, too. That might be a factor, it might not be.
 

Rushhour

New Member
Reaction score
46
The problem seems to be the collision size. I tested: They can walk through the modified pathing blockers with collision size 0,1,10,30 and are stopped with 50. Without the snippet they can't even walk through it with collision size 0. :/

Any ideas how to solve this as I don't want a collision size over let's say 5?
 

Azlier

Old World Ghost
Reaction score
461
How odd. The collision size of the pathing blockers must be stopping units below 5 collision size, not the pathing of the terrain itself. That's nothing I can really fix. :(
 

Zwiebelchen

You can change this now in User CP.
Reaction score
60
How odd. The collision size of the pathing blockers must be stopping units below 5 collision size, not the pathing of the terrain itself. That's nothing I can really fix. :(

No offense, but this script is bugged and does not work correctly. And you CAN fix it. You missed the point that internally, WC3 works with 32x32 pathing not 64x64 pathing. And SetTerrainPathing clearly works like that too.

For example, blocking a Large blocker's pathing consists of 16 blocks and needs to manually disable the pathing like this:

x-16, y-16
x-16, y+16
x+16,y-16
x+16,y+16
x-48, y-48
x-48, y+48
x+48,y-48
x+48,y+48
x-16, y-48
x-16, y+48
x+16,y-48
x+16,y+48
x-48, y-16
x-48, y+16
x+48,y-16
x+48,y+16

1 block in the editor equals 4 sub blocks ingame. This can be noticed when placing a building on a unit with a collision size <= 8. The spot the unit takes gets marked red and its clearly 32x32 and not 64x64.
 
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