For the final battle, I want to place an impassable shield around the enemy leader so that the player cannot approach unit he has met certain objectives. But I want the enemy units to be able to pass through (preferably without messing with teleports).
First, I gave them movement_cost=2 on impassable, which works but they end up walking in walls which is not what I want.
Then I speculated I might be able to create a terrain and give it my own movement restraint. For example, if I set it to 'impenetrable' and gave enemy units movement on that type then only they could move on that terrain (since the player wouldn't have any, hopefully it would default to 0/nil), if I was lucky. I don't think that will work, since it doesn't look like you can specify movement for a terrain_type, only inherit.
Then I noticed every unit has a Fake Shroud movement cost. I've seen fake shroud in the map editor. This should work! I set my terrain to Xu^_s (hmm, fake shroud is an overlay, not a good sign) and movement_cost fake_shroud=2 (which I made up, based on for example Deep Water = deep_water)... and my units still show movement Fake Shroud=-.
I could probably get away with taking away flying from any of the player's units for this specific instance. Or I could set the enemy's impassable movement type back to 0 when they were at radius > X from starting location. But I'm looking for a better general solution.
Thoughts? Answers? Taunts?
P.S. I'm also a bit confused why I can make a custom terrain type, but I can't configure the "movement type" on it. Probably wouldn't help me here, but that just seems like something that would be part of a terrain type, it has to be stored somewhere and I can't think of a better place.
First, I gave them movement_cost=2 on impassable, which works but they end up walking in walls which is not what I want.
Then I speculated I might be able to create a terrain and give it my own movement restraint. For example, if I set it to 'impenetrable' and gave enemy units movement on that type then only they could move on that terrain (since the player wouldn't have any, hopefully it would default to 0/nil), if I was lucky. I don't think that will work, since it doesn't look like you can specify movement for a terrain_type, only inherit.
Then I noticed every unit has a Fake Shroud movement cost. I've seen fake shroud in the map editor. This should work! I set my terrain to Xu^_s (hmm, fake shroud is an overlay, not a good sign) and movement_cost fake_shroud=2 (which I made up, based on for example Deep Water = deep_water)... and my units still show movement Fake Shroud=-.
I could probably get away with taking away flying from any of the player's units for this specific instance. Or I could set the enemy's impassable movement type back to 0 when they were at radius > X from starting location. But I'm looking for a better general solution.
Thoughts? Answers? Taunts?
P.S. I'm also a bit confused why I can make a custom terrain type, but I can't configure the "movement type" on it. Probably wouldn't help me here, but that just seems like something that would be part of a terrain type, it has to be stored somewhere and I can't think of a better place.
Statistics: Posted by white_haired_uncle — Today, 1:19 am