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#16 |
Obscurity, the Art
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![]() Well, IsUnitHidden() only returns true if the unit was hidden using ShowUnit(). No ability 'hides' a unit, they only make the unit not visible to certain players.
__________________EDIT: Apparently hiding the unit causes problems with the unit's collision in windwalk. I think it might just be safe to assume that the mapmaker using this filters out his dummy units properly already with their boolexprs. If it's really an issue, I can do what Brain suggests and move it out of the playable map area after each use. Last edited by Rising_Dusk : 12-30-2008 at 08:15 PM. |
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#17 |
User
Join Date: Oct 2006
Posts: 1,490
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![]() Honestly i think you should do that, not because i've suggested it but because it could be "unsafe" if the user forgot to not filter the dummy.
__________________If you really care about speed you could only use SetUnitX or SetUnitY, the unit will be out the playable map area anyway. |
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#19 |
Dread Lord of the Cookies
Content Director
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![]() Can't you unhide/move/hide?
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#20 | |
Obscurity, the Art
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![]() Quote:
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#21 |
Obscurity, the Art
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![]() Hrm... Ghost. 'Aeth' if I recall. I'll look into that, I don't even remember what kind of behavior it has. Thanks in advance.
__________________EDIT: Bleh, no, ghost doesn't work. Ghost functions by making other units treat the source as if it has no collision, but it still takes other units into account for pathing. That means it doesn't work for what I need it to here. Last edited by Rising_Dusk : 12-31-2008 at 05:04 AM. |
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#23 |
Alcopops
Tools & Tutorials Moderator
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![]() You could include an ObjectMerger call for the windwalk dummy (for lazy people like myself).
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#25 |
Lackadaisically Absent.
Respected User
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![]() Approved on imminent update.
__________________AIM chat FTW. Last edited by Pyrogasm : 01-13-2009 at 07:26 AM. |
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#27 | |
User
Join Date: Oct 2006
Posts: 1,490
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![]() Quote:
Last edited by Troll-Brain : 01-13-2009 at 04:32 PM. |
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#29 |
User
Join Date: Oct 2006
Posts: 1,490
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![]() it's not enough, the function CreateUnit create units only in the playable map area even if you give x/y which are outside, you need to use SetUnitX/Y after the Creating.
__________________EDIT : Oh, and also you should use GetWorldBounds() (entire map) instead of the playable map area. Last edited by Troll-Brain : 01-13-2009 at 09:51 PM. |
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#30 |
Obscurity, the Art
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![]() If someone is enumerating in the corner of their map, then they have more problems with the way they do things than finding the pathability type of a point. Anyways, edited.
__________________Last edited by Rising_Dusk : 01-13-2009 at 10:02 PM. |
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