Read the help file dragonguy.
You can Advance units' Current Position in Steps.





Read the help file dragonguy.
You can Advance units' Current Position in Steps.

Also I need to know how to do the following.
See I have two types of units in my rts test game, Infantry & Tanks.
Infantry move around Tanks.
Infantry move around nodes with Infantry in them if there are 5 Infantry in that node.
Infantry move through nodes with Infantry in them if there are less than 5 Infantry in that node.
Tanks move around Tanks.
Tanks move around Allied Infantry.
Tanks move through Enemy Infantry crushing them. (Crushing part I know how to do.)





You have to do something like this.
Make infantry and tank units 'Unit Obstacles'. Then their respective profiles that they use will view the different landtypes differently.
Eg. you could set the unit-obstacle landtype of an infantry unit to 'person' and then the profile that the tanks use will see the landtype 'person' as no hinderance.
It works the other way around too of course, but make tanks obstacles to infantry so they will move around them.
Most of the examples that come with the object do some part, at least, of what you're trying to do. If you cannot understand them, then maybe aim for something smaller first.

Well first I need to figure out how to move something once progessively and then re-path find.
Incase things move in the way of the path so it doesn't move through my other moving units or newly built buildings.
(Iv'e noticed in the lemmings example, lemmings only move to where the exit is when they were created, so if you move it to somewhere else, all the current lemmings go to where the exit was).
So move progessively once and re-path find again is what I want, how do I do it?





Yep that's probably a good idea.
You just 'Advance the unit one step', set the active object (or whatever) to where it should be now on the screen, then refind the path: change its starting location to its current location and run the 'Find' action. And do that over again until you're at your destination.
I'd do it like this - every step check if the target is still the same, or alternatively, when the target is changed - update the starting location and check again.
Then, every step, check if the field of the next step is clear. If not, update the starting location and check again.
Depending on the amount of units in your game (seems like lots to me) and the size of your map, you don't want to find a new path every step.

I still can't figure how to even path find or move it yet, help.





Man, there are loads of examples and a very good documentation that helped me a lot. I don't get your problem, sorry.