did any1 create a td with units using blink yet. i want the units to be smart enough to cast blink to have a shorter distance to the next waypoint. in theory i could accomplish that with triggers but has any1 a data only solution?
I don't think, there is a data-only way to somehow keep track of the maze without some sort of crazy workaround.
If you indeed want to try it, you could, for example, spawn a constant stream of dummy units with a stacking buff starting at one stack and consecutively increasing the stack count over time and make the blink target units in the range. Then use target sorts to always select the unit with the highest stack count in range; this way, the unit would blink to the dummy, which has traveled the longest time, aka the furthest range in the maze.
However, this would mean, that your map would have tons of additional units on the map at all times, a trigger solution might be preferable in this case. Also, it might bug out, when changing the maze at some point, and the travel pathes of the dummys change (you could avoid this by only spawning dummys, while the wave is running and allow building towers only in-between waves)
doesn't work because the units are able to walk back the same way they are coming from and then return again the same way, so if the stacks are bigger the absolute pathing distance for the current waypoint could become larger blinking backwards.
i guess i need to create a dummy unit at the unit, send it to the unit's waypoint, waiting 10 seconds and let it blink to the unit
as a trigger data mix
if i could extract the current waypoint of the unit by data editor i could do it with data only.
hmmmmm dunno, how would this buff help?
all waypoints are totally dynamic. they are saved in a variable with triggers. there are no fix waypoints on the map. not even a start or end. all set during the game.
i need an effect or buff that catches the unit's current target but this seems not possible with data only.
If you insist on data only, you can add marker units at the waypoints with some low-range autocast abilities placing marker behaviors and some validators to check, if the unit is on the trip to this waypoint to prevent shortcutting.
But honestly, going data-only for this produces a huge amount of unnecessary work and is probably not more efficient than triggers. So unless you want to make a proof of concept data-only td or something similar, I would suggest to just use triggers.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
hello there
did any1 create a td with units using blink yet. i want the units to be smart enough to cast blink to have a shorter distance to the next waypoint. in theory i could accomplish that with triggers but has any1 a data only solution?
I don't think, there is a data-only way to somehow keep track of the maze without some sort of crazy workaround.
If you indeed want to try it, you could, for example, spawn a constant stream of dummy units with a stacking buff starting at one stack and consecutively increasing the stack count over time and make the blink target units in the range. Then use target sorts to always select the unit with the highest stack count in range; this way, the unit would blink to the dummy, which has traveled the longest time, aka the furthest range in the maze.
However, this would mean, that your map would have tons of additional units on the map at all times, a trigger solution might be preferable in this case. Also, it might bug out, when changing the maze at some point, and the travel pathes of the dummys change (you could avoid this by only spawning dummys, while the wave is running and allow building towers only in-between waves)
@Kueken531
doesn't work because the units are able to walk back the same way they are coming from and then return again the same way, so if the stacks are bigger the absolute pathing distance for the current waypoint could become larger blinking backwards.
i guess i need to create a dummy unit at the unit, send it to the unit's waypoint, waiting 10 seconds and let it blink to the unit
as a trigger data mix
if i could extract the current waypoint of the unit by data editor i could do it with data only.
Apply separate behaviors for each waypoint.
@Kueken531:
hmmmmm dunno, how would this buff help?
all waypoints are totally dynamic. they are saved in a variable with triggers. there are no fix waypoints on the map. not even a start or end. all set during the game.
i need an effect or buff that catches the unit's current target but this seems not possible with data only.
If you insist on data only, you can add marker units at the waypoints with some low-range autocast abilities placing marker behaviors and some validators to check, if the unit is on the trip to this waypoint to prevent shortcutting.
But honestly, going data-only for this produces a huge amount of unnecessary work and is probably not more efficient than triggers. So unless you want to make a proof of concept data-only td or something similar, I would suggest to just use triggers.