I have recently been working on a escape map, I have been using triggers lately that consisted of detecting any player in a certain point away from the unit, and as I went more in-depth I relised that this limited me to only spawned units, therefore i am here :).
I would like somebody to explain to me step by step or show me a detailed tutorial.
Trigger purpose:
When a unit enters a specific region, it will spawn a unit that runs across that will kill anything in its path, so the trigger should be capable of detecting that newly created unit and assign it some sort of kill aura radius of 1? or perhapse there is a possiblity to make an ability or something else in the data editor that I am unaware of? ;)
So your problem would be, that you cannot select a unit, which is spawned at runtime for your trigger to detect nearby units, correct?
Well, you have some possibilities here:
You can execute a periodic search around the unit instead, which kills all units it finds. This is possible in data or triggers.
You can familiarize yourself with the Galaxy scripting language, which allows for dynamic trigger creation, so you can actually register your newly created unit for the event.
You can pre-place the unit on the map, hide it in some corner and register it for your trigger. Then, instead of spawning a new unit, you use this one for your run. If it needs to die, you can prevent its death with a behavior, fake a death animation and hide it in a corner again to recycle it later on.
So your problem would be, that you cannot select a unit, which is spawned at runtime for your trigger to detect nearby units, correct?
Well, you have some possibilities here:
You can execute a periodic search around the unit instead, which kills all units it finds. This is possible in data or triggers.
You can familiarize yourself with the Galaxy scripting language, which allows for dynamic trigger creation, so you can actually register your newly created unit for the event.
You can pre-place the unit on the map, hide it in some corner and register it for your trigger. Then, instead of spawning a new unit, you use this one for your run. If it needs to die, you can prevent its death with a behavior, fake a death animation and hide it in a corner again to recycle it later on.
Hello,
Thanks for the response, I actually dint think of that, recycling the same unit, its a great way to actually have multiple units for alot of purposes, thanks great suggestion :)
Hey guys,
I have recently been working on a escape map, I have been using triggers lately that consisted of detecting any player in a certain point away from the unit, and as I went more in-depth I relised that this limited me to only spawned units, therefore i am here :).
I would like somebody to explain to me step by step or show me a detailed tutorial.
Trigger purpose: When a unit enters a specific region, it will spawn a unit that runs across that will kill anything in its path, so the trigger should be capable of detecting that newly created unit and assign it some sort of kill aura radius of 1? or perhapse there is a possiblity to make an ability or something else in the data editor that I am unaware of? ;)
Thank you for your time
- cUppa
Hey.
So your problem would be, that you cannot select a unit, which is spawned at runtime for your trigger to detect nearby units, correct?
Well, you have some possibilities here:
Hello,
Thanks for the response, I actually dint think of that, recycling the same unit, its a great way to actually have multiple units for alot of purposes, thanks great suggestion :)
Thanks
- cUppa
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for behavior create:Something like that, Optionally you can create actor model animation one shot with model "explosion" for example and in events do