So I spent a great deal of time today working on an old classic: Magic Missile!
The only trigger involved is using a key to fire it off. I even show how overpowered it could be with no cooldown. :P I'll likely continue to play with the movers, but I am moving on for now!
If you just want to copy the one thing, do not tick ANY of the boxes. This way, your copied ability will still be pointing to all of the old, default actors, etc. You can still go back and copy anything you need to edit later.
Ticking all the boxes makes a copy of everything, forcing you to go through and choose what to link up again.
I wanted to do something similar to this (but leaving a range instead of entering) and tried everything from leaving region/leaving distance to behaviors before settling on checking the distance every time a unit is issued a move order. That's a whole lot of excess of checking... works, though.
This was the first thing that came to mind that could work for you.
Local Variables
Pool = No Unit <Unit>
Actions
Variable - Set Pool = (Closest unit to (Position of (Triggering unit)) in (*Unit Type of the Pools* units in (Entire map) owned by player Any Player matching No Unit Filter, with at most Any Amount))
Then your variable "Pool" would be the nearest pool to your triggering unit, presumably the one involved in getting the trigger to fire.
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So I spent a great deal of time today working on an old classic: Magic Missile!
The only trigger involved is using a key to fire it off. I even show how overpowered it could be with no cooldown. :P I'll likely continue to play with the movers, but I am moving on for now!
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Why is it that WASD lags exactly? Is it the timers required? Or something else? And what else would that apply to?
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If you just want to copy the one thing, do not tick ANY of the boxes. This way, your copied ability will still be pointing to all of the old, default actors, etc. You can still go back and copy anything you need to edit later.
Ticking all the boxes makes a copy of everything, forcing you to go through and choose what to link up again.
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I don't think that works either, Quickshot.
I wanted to do something similar to this (but leaving a range instead of entering) and tried everything from leaving region/leaving distance to behaviors before settling on checking the distance every time a unit is issued a move order. That's a whole lot of excess of checking... works, though.
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This was the first thing that came to mind that could work for you.
Local Variables
Pool = No Unit <Unit>
Actions
Variable - Set Pool = (Closest unit to (Position of (Triggering unit)) in (*Unit Type of the Pools* units in (Entire map) owned by player Any Player matching No Unit Filter, with at most Any Amount))
Then your variable "Pool" would be the nearest pool to your triggering unit, presumably the one involved in getting the trigger to fire.