Collision Problem

ocala1

New Member
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1
I have a problem in which the creeps spawn by a loop and i need the collision of the units off. I have set their collision to 0 but they still run into one another. If I add a trigger to the second one with the collision off command it lags the game horribly. Thats why its at the end after all the spawning. I have the trigger to turn off the collision when the loop is done, but it needs to be before so they don't collide while the loop is still running. I tried to use the following trigger to turn off collision on the units before they are spawned but there was no success.

I think i need to be able to specify a range for the array for this to work,but i'm not sure how or even if it will work.
Trigger:
  • Collision
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set TempGroup = (Units of type creepArray[(LVL)])
      • Unit Group - Pick every unit in TempGroup and do (Unit - Turn collision for (Triggering unit) Off)


I cannot add the collision off command inside the loop here or it lags the game bad until all the creeps are spawned.
Trigger:
  • Spawn Creeps
    • Events
      • Time - Counter expires
    • Conditions
    • Actions
      • Countdown Timer - Destroy (Last created timer window)
      • For each (Integer A) from 1 to creepSpawnCount[LVL], do (Actions)
        • Loop - Actions
          • Wait 0.00 seconds
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Player 6 (Orange) slot status) Equal to Is playing
            • Then - Actions
              • Set OrangeSpawn = (Center of Orange Spawn <gen>)
              • Unit - Create 1 creepArray[LVL] for Player 12 (Brown) at OrangeSpawn facing 0.00 degrees
              • Custom script: call RemoveLocation(udg_OrangeSpawn)
            • Else - Actions
              • Do nothing
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Player 7 (Green) slot status) Equal to Is playing
            • Then - Actions
              • Set GreenSpawn = (Center of Green Spawn <gen>)
              • Unit - Create 1 creepArray[LVL] for Player 12 (Brown) at GreenSpawn facing 0.00 degrees
              • Custom script: call RemoveLocation(udg_GreenSpawn)
            • Else - Actions
              • Do nothing
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Player 9 (Gray) slot status) Equal to Is playing
            • Then - Actions
              • Set GreySpawn = (Center of Gray Spawn <gen>)
              • Unit - Create 1 creepArray[LVL] for Player 12 (Brown) at GreySpawn facing 0.00 degrees
              • Custom script: call RemoveLocation(udg_GreySpawn)
            • Else - Actions
              • Do nothing
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Player 8 (Pink) slot status) Equal to Is playing
            • Then - Actions
              • Set PinkSpawn = (Center of Pink Spawn <gen>)
              • Unit - Create 1 creepArray[LVL] for Player 12 (Brown) at PinkSpawn facing 0.00 degrees
              • Custom script: call RemoveLocation(udg_PinkSpawn)
            • Else - Actions
              • Do nothing
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Player 1 (Red) slot status) Equal to Is playing
            • Then - Actions
              • Set RedSpawnA = (Center of Red Spawn A <gen>)
              • Unit - Create 1 creepArray[LVL] for Player 12 (Brown) at RedSpawnA facing 0.00 degrees
              • Custom script: call RemoveLocation(udg_RedSpawnA)
              • Set RedSpawnA = (Center of Red Spawn B <gen>)
              • Unit - Create 1 creepArray[LVL] for Player 12 (Brown) at RedSpawnB facing 0.00 degrees
              • Custom script: call RemoveLocation(udg_RedSpawnB)
            • Else - Actions
              • Do nothing
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Player 5 (Yellow) slot status) Equal to Is playing
            • Then - Actions
              • Set YellowSpawn = (Center of Yellow Spawn <gen>)
              • Unit - Create 1 creepArray[LVL] for Player 12 (Brown) at YellowSpawn facing 0.00 degrees
              • Custom script: call RemoveLocation(udg_YellowSpawn)
            • Else - Actions
              • Do nothing
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Player 4 (Purple) slot status) Equal to Is playing
            • Then - Actions
              • Set PurpleSpawn = (Center of Purple Spawn <gen>)
              • Unit - Create 1 creepArray[LVL] for Player 12 (Brown) at PurpleSpawn facing 0.00 degrees
              • Custom script: call RemoveLocation(udg_PurpleSpawn)
            • Else - Actions
              • Do nothing
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Player 2 (Blue) slot status) Equal to Is playing
            • Then - Actions
              • Set BlueSpawn = (Center of Blue Spawn <gen>)
              • Unit - Create 1 creepArray[LVL] for Player 12 (Brown) at BlueSpawn facing 0.00 degrees
              • Custom script: call RemoveLocation(udg_BlueSpawn)
            • Else - Actions
              • Do nothing
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Player 3 (Teal) slot status) Equal to Is playing
            • Then - Actions
              • Set TealSpawn = (Center of Teal Spawn <gen>)
              • Unit - Create 1 creepArray[LVL] for Player 12 (Brown) at TealSpawn facing 0.00 degrees
              • Custom script: call RemoveLocation(udg_TealSpawn)
            • Else - Actions
              • Do nothing
      • Player Group - Pick every player in (All players) and do (Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 12 (Brown)) and do (Unit - Turn collision for (Picked unit) Off))
      • Countdown Timer - Destroy (Last created timer window)
      • Countdown Timer - Start Counter as a One-shot timer that will expire in 10.00 seconds
      • Countdown Timer - Create a timer window for Counter with title Next wave in



Any help would be greatly appreciated! :D
 

ocala1

New Member
Reaction score
1
Well my question basically is is there a way to turn off collision for units at map initialization without the units being spawned? That would solve this problem.
 

Jedimindtrixxx

┻━┻ ︵ ¯\(ツ)/¯ ︵ ┻━┻
Reaction score
168
theres a way without triggers:
Ghost(visible) for visible units or Ghost for invisibility
they are abilities, just add ghost(visible) to the unit and they wont have collision size
 

Kikac_NNGK

Well-Known Member
Reaction score
33
in ur first trigger u should use Picked Unit not Triggering unit, cos u dont have anything that triggers the unit
And where is that Count timer. Why r u using wait action with 0.00 seconds, u dont need that.
 
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