I'm assuming something like that could work, although you'd probably have to toy around with it to make the unit uncommandable while walking back in or w/e. Although I think you want a physical boundary that you cna remove...
Hey Redfox, I was going to post pretty much what Atl0s said right up there ^ but I thought that a unit may be able to break through the invisible "barrier" of the edge of the region. Sure enough, a unit could in fact break free if a move order was spammed; with the unit out of the region, the trigger would no longer fire. SO, I decided to fix it up since I could also use something like this later on and came up with this:
Basically, it deals with the whole break-on-through spam clicking problem by making the unit uncommandable (again, sniped while writing this, but was too far in to just drop it) and moves the unit to a point 1 distance unit from the unit towards the center of the region to deal with larger regions / annoying long travel times and waits until the unit is idle once again to regain control although a wait time of .5 seconds seemed to work as well. The only tricky part in there is that you need to change the Order unit to (ability command) to Order unit to (Order Targeting Point)
Edit: Also, if I recall, you were using my Hero Selection system tut for your map: Just a little note / shameless self-promotion here, I realized that after adding the whole second dialog to the test map, I kinda screwed up in the fact that it isn't so multiplayer friendly. Not to worry though, I did fix it, and as I recall your map will have a few people choosing heroes, so I wanted to let you know that I'll be updating the tutorial with a quick fix sometime over the weekend.
Thanks a lot again shinoogie and Atl0s. I assume the same could be used to keep a unit out of a region? Just use unit enters the region instead?
As for the dialogue system my map has sort of gone through some huge changes after a few playtesting runs. We will still be using your selection system in the game (not at character select though since we have changed completely how that works) and you will still get credit. :)
Hey Redfox, I was going to post pretty much what Atl0s said right up there ^ but I thought that a unit may be able to break through the invisible "barrier" of the edge of the region. Sure enough, a unit could in fact break free if a move order was spammed; with the unit out of the region, the trigger would no longer fire. SO, I decided to fix it up since I could also use something like this later on and came up with this:
Basically, it deals with the whole break-on-through spam clicking problem by making the unit uncommandable (again, sniped while writing this, but was too far in to just drop it) and moves the unit to a point 1 distance unit from the unit towards the center of the region to deal with larger regions / annoying long travel times and waits until the unit is idle once again to regain control although a wait time of .5 seconds seemed to work as well. The only tricky part in there is that you need to change the Order unit to (ability command) to Order unit to (Order Targeting Point)
Edit: Also, if I recall, you were using my Hero Selection system tut for your map: Just a little note / shameless self-promotion here, I realized that after adding the whole second dialog to the test map, I kinda screwed up in the fact that it isn't so multiplayer friendly. Not to worry though, I did fix it, and as I recall your map will have a few people choosing heroes, so I wanted to let you know that I'll be updating the tutorial with a quick fix sometime over the weekend.
Doing the above would work, another alternative would be to set the X Y of the unit to X of unit = X - n1 and Y to Y of unit = Y - n2 (n can be any number).
Or you could just create dummy units without models and place them to block the unit.
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without using pathing and without setting playable map area?
I want to make it so a unit cannot leave a region until certain conditions are met.
Event:
Any Unit leaves Region
Conditions:
Not met yet
Actions:
Order triggering unit to move to Region
I'm assuming something like that could work, although you'd probably have to toy around with it to make the unit uncommandable while walking back in or w/e. Although I think you want a physical boundary that you cna remove...
@Redfox777: Go
Hey Redfox, I was going to post pretty much what Atl0s said right up there ^ but I thought that a unit may be able to break through the invisible "barrier" of the edge of the region. Sure enough, a unit could in fact break free if a move order was spammed; with the unit out of the region, the trigger would no longer fire. SO, I decided to fix it up since I could also use something like this later on and came up with this:
Basically, it deals with the whole break-on-through spam clicking problem by making the unit uncommandable (again, sniped while writing this, but was too far in to just drop it) and moves the unit to a point 1 distance unit from the unit towards the center of the region to deal with larger regions / annoying long travel times and waits until the unit is idle once again to regain control although a wait time of .5 seconds seemed to work as well. The only tricky part in there is that you need to change the Order unit to (ability command) to Order unit to (Order Targeting Point)
Edit: Also, if I recall, you were using my Hero Selection system tut for your map: Just a little note / shameless self-promotion here, I realized that after adding the whole second dialog to the test map, I kinda screwed up in the fact that it isn't so multiplayer friendly. Not to worry though, I did fix it, and as I recall your map will have a few people choosing heroes, so I wanted to let you know that I'll be updating the tutorial with a quick fix sometime over the weekend.
@Shinoogie12: Go@Atl0s: Go
Thanks a lot again shinoogie and Atl0s. I assume the same could be used to keep a unit out of a region? Just use unit enters the region instead?
As for the dialogue system my map has sort of gone through some huge changes after a few playtesting runs. We will still be using your selection system in the game (not at character select though since we have changed completely how that works) and you will still get credit. :)
Make unit uncommandable first
Doing the above would work, another alternative would be to set the X Y of the unit to X of unit = X - n1 and Y to Y of unit = Y - n2 (n can be any number).
Or you could just create dummy units without models and place them to block the unit.