Simply put, there's a bug in the engine where the centerpoints of Units and Features still block spawns and can hinder movement of characters (it causes pathfinder avoidance), even if the Footprint of the unit is clear.
I need a fix for this. I want to do stuff with procedural level designs, and this is a major obstacle. If a unit has the NoBlock tag, it should be ignored by the pathfinder and unit spawn system, pure and simple.
NoBlock
Moderator: Moderators
Re: NoBlock
SetUnitBlocking(unitID, isBlocking)
Worked fine for making my Fibre beacons completely immaterial to units and pathing.
Worked fine for making my Fibre beacons completely immaterial to units and pathing.
Re: NoBlock
So if you wanted a unit where the yardmap was actually respected by the pathfinder, you could SetNoBlock for the unit and spawn smaller units to represent the parts of the yardmap that are *actually* blocking, right?
Re: NoBlock
I'm pretty sure I patched in yardmap support some time ago.
Re: NoBlock
I'll test SetUnitBlocking; IIRC it didn't work when tested, for cases such as building things on the centroid (the engine counted it as occupied) but I'll try it again, maybe I screwed something up.
Re: NoBlock
OK, it works, but there's a nasty side-effect; Units don't seem to be being detected by GetUnitsInCylinder tests, if this is set. So it'll work for roads, but not for other stuff where I want the pathfinder to ignore it, like fences that my tanks can crush.
I'll check sphere detections here in a bit.
I'll check sphere detections here in a bit.
Re: NoBlock
For future reference: KDR's right, and it all works correctly.
