flying units tag or collision box check for pathfinder/movement
Posted: Mon Oct 17, 2016 8:35 pm
In the Robot Army mod, I have integrated Klonan's Combat Units mod with the vanilla game style flying combat robot units.
The benefit of a flying unit is that the pathfinder doesn't need to worry about pathable areas/obstacles, and things like player's walls, transport belts (more on this later) and bodies of water become a non-issue. I want players who are frustrated with my ground-based combat droids to have a practical and useful alternative with these flying units.
Currently, I can simulate a flying unit 95% by making the collision box = {0,0}
The flying units will sometimes float over the top of walls, and pass through trees well, but the pathfinder still will not make valid paths over/through walls/trees/obstacles/bodies of water. This means that a squad of flying Defender robots will not be able to path to attack an enemy biter if the defender robot squad (aka, unit_group) is inside of an enclosed wall OR the enemy biter is located on an island with no land access.
Can we get a native way (access by a entity tag or dynamically detected when collision box = nil OR {0,0} ) to allow for an entity/unit with pathfinding capabilities to be treated as a simple unit (similar to the logistics/construction bots) for the purpose of movement?
As part of this request, a tag to disable the effects of transport belts on the unit/player would be amazing too. Thanks for your consideration!
The benefit of a flying unit is that the pathfinder doesn't need to worry about pathable areas/obstacles, and things like player's walls, transport belts (more on this later) and bodies of water become a non-issue. I want players who are frustrated with my ground-based combat droids to have a practical and useful alternative with these flying units.
Currently, I can simulate a flying unit 95% by making the collision box = {0,0}
The flying units will sometimes float over the top of walls, and pass through trees well, but the pathfinder still will not make valid paths over/through walls/trees/obstacles/bodies of water. This means that a squad of flying Defender robots will not be able to path to attack an enemy biter if the defender robot squad (aka, unit_group) is inside of an enclosed wall OR the enemy biter is located on an island with no land access.
Can we get a native way (access by a entity tag or dynamically detected when collision box = nil OR {0,0} ) to allow for an entity/unit with pathfinding capabilities to be treated as a simple unit (similar to the logistics/construction bots) for the purpose of movement?
As part of this request, a tag to disable the effects of transport belts on the unit/player would be amazing too. Thanks for your consideration!