Maze TD Collision problems

tobbygnome

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Greetings, i need some help on setting collision parametres for creeps for a Maze TD. So the player creates the maze for the creeps to pass through using towers.

At the moment I have tried setting Collisions for the creeps off but this resulted in them walking through the towers, no maze there.
Doing the same thing but setting path blockers as path map of towers, doesnt work.

Collisions are set to 0.00 for the creeps yet they bunch up and walk stupidly and slowly through the maze, not fun at all, easy for splash towers to own them.

Also I do not want to make the creeps an air unit, coz that would muck of the rules for ground units and towers and strategy. Also flying units stay extremely close to eachother and splash towers kill them all at the same time lol.

My hope is that i can make the creeps have no collision with EACHOTHER so they walk nicely and at a steady pace with no bunching up together through the maze of the players towers, but still be stopped by the towers and have to walk around them in a maze fashion.

If this is too much to ask im very sorry but if you guys are anything like me you will love a good warcraft engine brain teaser :D

Cheers, Tobbygnome
 

tobbygnome

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i would like a way to make creeps move through a persons maze of towers that they have made, without bunching up or clashing together, but still make them have to walk around the towers that the players build to get to the end of the path. nice, clean, walking creeps.
 

Soulshadow

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I completely and entirely understand your situation, as I have tried to make TD's before. -_- I never figured out how to do it, but I will give you some pointers incase you get past this.
Don't make a TON of weak units. Make SOME stronger units. If you have too many units on the map designated to move at once, they pause along the way, making them super easy to own up on.
 

Baltazhar

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Soulshadow has the right idea there.

The reason units cluster up, is because there are "too many" on the map moving at once, and they stop dead every now and then.
I'm not sure where the limit lies, and this is a huge problem for all TDs, but I think around 20 units moving at once, would stop them from halting.

This is just a guess number, but even with THE best computer, you would see the same pattern, so there must be a built-in limit somewhere.
 

Soulshadow

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Axe that! I think I may have a solution.

Look at it like this.
The towers have say, 72 collision size. This means, they occupy an entire square. If you set the collision size of the units not to 0 (meaning NO collision) but instead a small number such as (.5) or (1), the units will brush each other SNUGLY, but, still be forced to run around the 72 units of collision size the towers have.

~_~ However, I think your problem may have been addressed in my previous post. Thinking further into the matter, I think spawning all of the units at once is not such a good idea. Try to trigger it so the units spawn in intervals.

Code:
Spawn Unit
    Events
        Time - Every 0.50 seconds of game time
    Conditions
    Actions
        Unit - Create 1 Footman for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
Just create another trigger telling this trigger when the round is over and it's time to spawn more units. :) TTFN
 

tobbygnome

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Thank you all for some very informative and helpful advice.

I see what you are saying about movement limits, thats fine, and i will try your 0.5 collision limit soon. As for the spawning of creeps, its actually along the lines of line tower TD where people spawn them upon other players for income. Which would reduce instant 20 spawns. Thanks for your help guys I think i'll have it all fixed.
 

Baltazhar

Active Member
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Glad that you got something constructive out of our suggestions.
The 0.5 or 1 collision size would be a very good idea, to avoid them getting stuck in eachother too much, and still have them maze well.

The problem with them stopping is not because a trigger for instance says "Spawn 100 at once!", but because there are a total of X units on the map having move-to orders. But nonetheless, you can always test with a friend and try to see when the problems occur. There's nothing a few funky features/limits can't deal with.

Good luck with your map.
 

Venv

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should spawn atlest 20 units per spawn cus my td i did 20 each spawn and they cluster up on the spefic like escpicaly the flying one well on the region and then go
 

WolfieeifloW

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372
For my TD, I set creeps collision size to 1.
And spawned them one-after-another with:
Code:
For each (Integer A) from 1 to creepSpawnCount[levelCount], do (Actions)
    Loop - Actions
        Wait 0.75 seconds
        Player Group - Pick every player in inGamePlayers and do (Actions)
            Loop - Actions
                Set tempPoint = ((Picked player) start location)
                Unit - Create 1 creepArray[levelCount] for hostileCreeps at tempPoint facing 0.00 degrees
                Custom script:   call RemoveLocation(udg_tempPoint)
Where creepSpawnCount[levelCount] is the number of creeps in that wave, and creepArray[levelCount] is the unit-type of creeps.
Also, the "Wait 0.75 seconds" can be changed to whatever interval you want between each creep.
 

tobbygnome

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Well my TD is like Line Tower TD, where peeps send creeps and then they spawn at other players locations to get owned by. This worked fine after spamming the button to send them because they were all in atleast over 0.5 second intervals at my fastest spamming speed. Thanks
 
H

hitokirixeno

Guest
If you give your units the "Ghost (Visible)" ability, they will walk through each other, but still collide properly with your towers.
 
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