Let me give you a rundown:
-I have a flying object that I need to be able to have a ground unit run within a certian distance from it, and then move "onboard" (Ie diff part of the map).
I have a tigger marking the distance "triggering unit" has to be from it to "board" the flying object that works. But it may work a bit too well. Problem is this object is over a large "city" if you will, and every unit in its path ends up being put into the landing bay. And I'm afraid I don't want buildings in the landing bay along with everything else.
So here is what I'm reduced to:
-Making an Or condition for each of the 7 seperate units to make sure only one of those 7 units actually goes onboard. This is VERY time intensive and considering that I've got 30-40 odd triggers of this type left to make, let alone the 10 I've finished with a different (and apparently in need of a fix) method.
I have tried several different workthroughs. My current includes at least 2 related global variables. IE a unit list and a group, and at the map initilization I have them put into related groups via 2 seperate action definitions.
I'm sure there has to be a better way to do this. If there was even a "unit of this type" function or w/e in there my life would be 10x easier.
It sounds like you're wanting to make a Hero transport since you're making conditionals for 7 units? If you're interested in making this work for heroes and nothing else, you could set the hero flag on your units, and copy the medivac load/unload ability to your transport, changing requirements field to include Heroic only.
Howdy guys, I've got a wee bit of a doozy here.
Let me give you a rundown: -I have a flying object that I need to be able to have a ground unit run within a certian distance from it, and then move "onboard" (Ie diff part of the map).
I have a tigger marking the distance "triggering unit" has to be from it to "board" the flying object that works. But it may work a bit too well. Problem is this object is over a large "city" if you will, and every unit in its path ends up being put into the landing bay. And I'm afraid I don't want buildings in the landing bay along with everything else.
So here is what I'm reduced to: -Making an Or condition for each of the 7 seperate units to make sure only one of those 7 units actually goes onboard. This is VERY time intensive and considering that I've got 30-40 odd triggers of this type left to make, let alone the 10 I've finished with a different (and apparently in need of a fix) method.
I have tried several different workthroughs. My current includes at least 2 related global variables. IE a unit list and a group, and at the map initilization I have them put into related groups via 2 seperate action definitions.
I'm sure there has to be a better way to do this. If there was even a "unit of this type" function or w/e in there my life would be 10x easier.
Can I get some help here please?
And yes, I'm making an RPG :)
It sounds like you're wanting to make a Hero transport since you're making conditionals for 7 units? If you're interested in making this work for heroes and nothing else, you could set the hero flag on your units, and copy the medivac load/unload ability to your transport, changing requirements field to include Heroic only.
Moved to Map & Development forum
Well. Its more of a thing like this:
Teleport from proximity of a unit to a region in an isolated part of them map.