why not spawn the warp effects and spawn units with triggers...
When adding a warp effect on a unit (assuming it's done using triggers), you also need to kill the effect in the end or it will stay attached to the unit. The visual effect will be gone (it will look like the effect is finished), but the actor that actually sticks to the unit is still there until you ask to remove it. I'd rather let the game core manage the warp effects on its own rather than trying to fake them manually. Plus, if you make a mistake in the triggers/data it will be even worse. These invisible units are obviously not "that" pointless since official maps from the campaign use them. If Blizzard took time to create them and put them on their maps, it mustn't be so anecdotal... Either it improves CPU/GPU stress performance, or it saved them time when having to create the 30 campaign maps. It would be a mistake not to use them.
You made my day... I knew about a zerg unit that provides virtually infinite supply for zerg units (something like 10000... *cough* did someone say "it's over 9000"? *cough*), but I didn't know there was something like a super warp gate. This is sooooo useful.
Warping units (the same way as in melee) requires the same building and upgrades as in melee:
-a pylon or a warp prism (or at least anything providing a warp field where you will warp the units in)
-the upgrade for being able to warp units must be researched
-you must have the ressources required for the units to warp in
solution to #1: either create a unit through triggers (Unit - Create unit) or place them directly on your map, to add a warp field where your units can warp in
solution to #2: add an action in one of your triggers so that the research "Warp gate" is researched. It can be either "Tech Tree - Add Upgrade Level for Player" (works instantly) or "Unit - Issue Order to Unit" (ordering a gateway to actually research the "warp gate" upgrade, which obviously takes time)
solution to #3: add action(s) in one of your triggers ("Player - Set Property") that gives the right amount of ressources to the player owning the warped units
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When adding a warp effect on a unit (assuming it's done using triggers), you also need to kill the effect in the end or it will stay attached to the unit. The visual effect will be gone (it will look like the effect is finished), but the actor that actually sticks to the unit is still there until you ask to remove it. I'd rather let the game core manage the warp effects on its own rather than trying to fake them manually. Plus, if you make a mistake in the triggers/data it will be even worse. These invisible units are obviously not "that" pointless since official maps from the campaign use them. If Blizzard took time to create them and put them on their maps, it mustn't be so anecdotal... Either it improves CPU/GPU stress performance, or it saved them time when having to create the 30 campaign maps. It would be a mistake not to use them.
@TheAlmaity: Go
You made my day... I knew about a zerg unit that provides virtually infinite supply for zerg units (something like 10000... *cough* did someone say "it's over 9000"? *cough*), but I didn't know there was something like a super warp gate. This is sooooo useful.
Warping units (the same way as in melee) requires the same building and upgrades as in melee:
-a pylon or a warp prism (or at least anything providing a warp field where you will warp the units in)
-the upgrade for being able to warp units must be researched
-you must have the ressources required for the units to warp in
solution to #1: either create a unit through triggers (Unit - Create unit) or place them directly on your map, to add a warp field where your units can warp in
solution to #2: add an action in one of your triggers so that the research "Warp gate" is researched. It can be either "Tech Tree - Add Upgrade Level for Player" (works instantly) or "Unit - Issue Order to Unit" (ordering a gateway to actually research the "warp gate" upgrade, which obviously takes time)
solution to #3: add action(s) in one of your triggers ("Player - Set Property") that gives the right amount of ressources to the player owning the warped units