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Old 12-30-2008, 08:05 PM   #16
Rising_Dusk
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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.
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Old 12-30-2008, 08:22 PM   #17
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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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Old 12-30-2008, 08:24 PM   #18
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Maybe, but it's fairly standard practice in good mapping to filter dummies. I want to see what Vex has to say about this before I go ahead.
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Old 12-30-2008, 11:00 PM   #19
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Can't you unhide/move/hide?
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Old 12-31-2008, 12:20 AM   #20
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Can't you unhide/move/hide?
I tested that and it keeps screwing with the permanent windwalk the unit has. I'd have to reissue the WW command every iteration of the function.
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Old 12-31-2008, 04:57 AM   #21
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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.
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Old 01-03-2009, 01:34 AM   #22
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Updated with some documentation stuff.
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Old 01-03-2009, 11:45 AM   #23
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You could include an ObjectMerger call for the windwalk dummy (for lazy people like myself).
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Old 01-03-2009, 08:43 PM   #24
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Done.
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Old 01-13-2009, 07:26 AM   #25
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Approved on imminent update.

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Old 01-13-2009, 07:28 AM   #26
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Yes, so I updated it to move things out of the way. It shoves things in the bottom left corner of the map. Hooray.
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Old 01-13-2009, 04:32 PM   #27
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Quote:
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Yes, so I updated it to move things out of the way. It shoves things in the bottom left corner of the map. Hooray.
So you should do it at the init library also ;)
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Old 01-13-2009, 09:27 PM   #28
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A typo, I swear.
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Old 01-13-2009, 09:39 PM   #29
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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.
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Old 01-13-2009, 09:59 PM   #30
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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.
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