Depending on the situation it may make more sense to create dummy units that have specific actors/ behaviors on them to get the job done
you can then place these dummy units where you need them to be through triggers.
Id be interested in looking into this further if you want to send me a pm
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Depending on the situation it may make more sense to create dummy units that have specific actors/ behaviors on them to get the job done
you can then place these dummy units where you need them to be through triggers.
Id be interested in looking into this further if you want to send me a pm
thanks, you got a PM.
Though, all you guys are still invited to help me on this topic =)
I'd probably say the way to go about it is to have a grid of points at which creep spawning units can be placed, and count up the % red and % blue with triggers. >50% creep-side or more and the unit appears, <50% it's removed.
Or even better, have them there all the time, but add and remove behaviours based upon the % in their gridspace, including changing their decay and growth rates with multiple tiers of behaviour - more to the creep side, the faster it grows and slower it decays, or somesuch.
It's late here now, but I'll look into pushing back creep tomorrow. I know WC3 had a blight pushback mechanic for buildings, so I imagine there may be some parallel within SC2.
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I still need help on this problem. :/
bump
I was trying to do this as well
Depending on the situation it may make more sense to create dummy units that have specific actors/ behaviors on them to get the job done
you can then place these dummy units where you need them to be through triggers.
Id be interested in looking into this further if you want to send me a pm
thanks, you got a PM.
Though, all you guys are still invited to help me on this topic =)
bump
bump
I'd probably say the way to go about it is to have a grid of points at which creep spawning units can be placed, and count up the % red and % blue with triggers. >50% creep-side or more and the unit appears, <50% it's removed.
Or even better, have them there all the time, but add and remove behaviours based upon the % in their gridspace, including changing their decay and growth rates with multiple tiers of behaviour - more to the creep side, the faster it grows and slower it decays, or somesuch.
It's late here now, but I'll look into pushing back creep tomorrow. I know WC3 had a blight pushback mechanic for buildings, so I imagine there may be some parallel within SC2.