Yes, that works for colliding units, but it doesn't work to colliding doodads (trees in my case). I want the big unit to be unable to pass through 2 trees whereas the small guy can sneak through. I found the radius field already, but it didn't work, so I assumed it only affected the pushing.
Yes, that affects doodads (yet it's limiting as I can't set a value by myself - but usable). Sadly, adding such a footprint makes my unit unable to walk (removing it, makes it able to walk again - so it IS the footprint). Do you know why this occurs? Or better, how to fix it?
From my understanding of the footprint you are able to make custom pathing for units, doodads or whatever. I believe a 1x1 footprint is equivalent to one small square with the grid setting on. View -> Show Grid -> Small. So if you assigned a 1x1 footprint to a tree and placed them like the following (x is a tree)
[x][ ][x]
That means a unit with a 1x1 footprint would be able to walk through it. But a 2x1 or larger unit couldn't. Now say you had a custom model of something where the middle of it is cut out so you would want to let a unit walk through it. You could make a custom footprint say a 3x3.
[ ][ ][ ]
[ ][ ][ ]
[ ][ ][ ]
You would assign unwalkable pathing to the left and right, but leave the middle pathable.
[x][ ][x]
[x][ ][x]
[x][ ][x]
This would allow a 1x1 unit (1x2,1x3, etc) to walk through it.
This is my understanding of it, it's just a basic grid.
*It's always possible what I've stated above is complete bullshit and I've somehow managed to do something that made it appear this is how it works.
Yes, I understand the sizes, that's not the problem, but when I assign a 2x2 footprint to my hunter and a 1x1 to my survivor, they both are unable to walk. So my question pretty much was: what footprint to choose to make them walkable, or what to set?
Well if the 1x1 unit isn't able to walk through that should mean you don't have at least 1x1 space between your trees. Or even your tree footprint is too big.
I don't mean walking through. I mean not being able to walk at all. It's like they're stuck on top of their own footprint, disallowing them to walk. Like their own footprint blocks them.
Even if there is no other unit/doodad etc. nearby, they still cannot walk. So I'm fairly sure the footprint blocks the unit itself. Do you know how to fix that? That's what I meant kinda.
EDIT:
Terran's Thor doesn't have a footprint and actually is unable to walk through. I guess footprint is not the thing we need for units, but only for buildings/trees etc. Wondering what makes Thor different... Actor?
You shouldn't assign footprints to units as they will not be able to move. Footprints are designed for buildings and doodads that remain stationary. Units that move use a collision size (Inner Radius for collisions with buildings and Radius for collisions with units)
But I need to find some collision with trees and other kind of doodads. I know it exists somewhere, as some units actually are bigger as others (preset sc2 units like Thor).
I've used basic sc2 trees - so I guess they have a footprint.
I copied all movement factors of Thor and now my big unit is unable to walk through. So I guess the building radius also affects doodads - rather weird though.
Or it was the fact my Marine-based unit had some kind of "unused ground 09" set by default... Oh well, it works.
Another issue I'm learning is that a lot of the air quality sensors don't work at very high ambient temperatures. I'm planning on heating this enclosure to like 60C or so, and that's the upper limit of their functionality
Although I don't know if I need to actually actively heat it or just let the plate and hotend bring the ambient temp to whatever it will, but even then I need to figure out an exfiltration for hot air. I think I kind of know what to do but it's still fucking confusing
I don't think I'm dealing with quite the same pressures though, at the very least its a significantly smaller system. For the time being I'm just going to put together a quick scrubby box though and hope it works good enough to not make my house toxic
I do know this - xenforo dropped the ball by not keeping the vbulletin reputation comments as a feature. The loss of the Reputation comments data when we switched to Xenforo really was the death knell for the site when it came to all the users that left. I know I missed it so much and I got way less interested in the site when that feature was gone and I run the site.