I had an idea for my map to implement controlled minion spawning. There are 6 total minion spawn locations, 3 on the right and 3 on the left side.
I want to create a system where after the player upgrades a minion spawn, it allows him/her to control where that minion spawn attacks (without of course manually selecting the units) It should still be automatic so the player is not directly controlling the units, but simply designated a new target point for the minions.
In triggers I'm currently using the, "Issue Order" to "Last created unit" and "repeat" action as many times as I need to create the proper # of units and unit types.
I'm thinking about the most efficient way I could implement a trigger system that would allow the player to control the attack point without having a MILLION POINT LOCATIONS all over the map.
I heard of a map that used a similar system. It sounds like a very elegant system and I'd like to incorporate a similar system but with a few tweaks of my own.
There is an event that activates when a player clicks the mouse, so you could link that together with another event/condition that the ability to move the point was used, and then move the point that that location on the map where they clicked or the camera target of where they are looking at. That should be a somewhat low power method.
And instead of Ordering each last created unit, you could make a local variable Unit Group, add each last created unit to the Variable (Unit Group) and send one attack order to the variable (Unit Group).
And if you want a full AI controlled attack Wave (with faster units waiting for slower units), turn on the Campaign AI for whichever player controls the units in one of your initialization triggers, then instead of ordering an attack, you simply
add Unit Group (Variable (Unit Group)) to next attack wave for playerX
Send attack wave for PlayerX after 1 second and Don't Wait
I had an idea for my map to implement controlled minion spawning. There are 6 total minion spawn locations, 3 on the right and 3 on the left side.
I want to create a system where after the player upgrades a minion spawn, it allows him/her to control where that minion spawn attacks (without of course manually selecting the units) It should still be automatic so the player is not directly controlling the units, but simply designated a new target point for the minions.
In triggers I'm currently using the, "Issue Order" to "Last created unit" and "repeat" action as many times as I need to create the proper # of units and unit types.
I'm thinking about the most efficient way I could implement a trigger system that would allow the player to control the attack point without having a MILLION POINT LOCATIONS all over the map.
I heard of a map that used a similar system. It sounds like a very elegant system and I'd like to incorporate a similar system but with a few tweaks of my own.
@onlyleviathan: Go
There is an event that activates when a player clicks the mouse, so you could link that together with another event/condition that the ability to move the point was used, and then move the point that that location on the map where they clicked or the camera target of where they are looking at. That should be a somewhat low power method.
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@onlyleviathan: Go
EDIT: Fishy was right. I misread it.
And instead of Ordering each last created unit, you could make a local variable Unit Group, add each last created unit to the Variable (Unit Group) and send one attack order to the variable (Unit Group).
And if you want a full AI controlled attack Wave (with faster units waiting for slower units), turn on the Campaign AI for whichever player controls the units in one of your initialization triggers, then instead of ordering an attack, you simply
add Unit Group (Variable (Unit Group)) to next attack wave for playerX
Send attack wave for PlayerX after 1 second and Don't Wait