TheOverWhelm
Member
- Reaction score
- 16
Is there a way to make a unit follow the rules of a ground unit, with like pathing and such but not interfere with the collision of any ground units? 0 collision doesn't work for this case since any nearby unit's collision will be interfering.
The reason I ask is because I want my knockback system to follow the rules of the ground units, AKA not put units ontop of unpathable things (for ground units) and still give them order capabilities.
This is why I used SetUnitX and SetUnitY instead of GUI's MoveInstantly one.
But I can't seem to make it so that the units follow ground unit's laws.
I have tried...
-Checking if a point is Ground Pathable (it doesn't work well, it doesn't detect Destructibles and Doodad's path stuff)
-SetUnitPosition, but that's just Move Unit (Instantly) in GUI so the orders aren't usable (lags a ton of unit isn't paused)
-And I'm currently messing with a Dummy Unit that follows SetUnitPosition and the Units MoveX and MoveY there but the units follow movement orders and they get set outside their collision radius from the Dummy Unit
I also know my code is working perfectly fine (could be a bit more efficient but that's for a later time ^_^)
Suggestions?
The reason I ask is because I want my knockback system to follow the rules of the ground units, AKA not put units ontop of unpathable things (for ground units) and still give them order capabilities.
This is why I used SetUnitX and SetUnitY instead of GUI's MoveInstantly one.
But I can't seem to make it so that the units follow ground unit's laws.
I have tried...
-Checking if a point is Ground Pathable (it doesn't work well, it doesn't detect Destructibles and Doodad's path stuff)
-SetUnitPosition, but that's just Move Unit (Instantly) in GUI so the orders aren't usable (lags a ton of unit isn't paused)
-And I'm currently messing with a Dummy Unit that follows SetUnitPosition and the Units MoveX and MoveY there but the units follow movement orders and they get set outside their collision radius from the Dummy Unit
I also know my code is working perfectly fine (could be a bit more efficient but that's for a later time ^_^)
Suggestions?