Collision and Pathing

SD_Ryoko

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This is important to a map like a TD.

What is the relationship between a units pathing map, the collision size, and the scale of the unit?

The map is a shape, the size is how big?

OK OK Say this. Say I made all my creeps a collision size of 16.

Now, units that are visually smaller do not bunch up.

Units that are larger, like golems and aliens, do.

So I am seeking better understanding.
 
Scale of a unit = pure visual effect
Collision size = the space a unit takes up
Pathing map = as far as I know this one is used only for structures, doodads n stuff. The same thing as collision size, but unmoveable and with a specific shape

Thats what I think, but dont take my word for it.
 
what sats said 2 posts above is correct, so I won't repeat it.

but if there all 16, no one should jam

of course your larger units would bunch up, this is a pretty tiny collision size to have for them. I get the impression that you seem to think of this value as relative to the size of the unit, rather than a simple absolute value.

put simply, 16 is 16.

And I could be wrong here, but I think 16 defines the radius of the collision size, making the diameter 32. To see how big/small 32 is, simply go into the editor and hover your mouse cursor over the terrain, and stare at the x,y,z co-ordinates in the bottom left corner. Now move your mouse 32 in the x or y directions.
 
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