- Joined
- Jul 15, 2018
- Messages
- 111
I would like to create a system of creep spawning buildings wherein players can create buildings that spawn groups of creeps (friendly to the player only) and have them rally at a certain point on the map.
EG 'Every 30 seconds 'Bandit Camp' spawns X number of bandits at location of 'Bandit Camp', and commands them to go to the rally point set by the player'
The creep spawning building would have the ability to upgrade into 3 superior types of camps, with the ability to upgrade laterally to the other 2 after purchasing the first upgrade.
Thanks for your time
EG 'Every 30 seconds 'Bandit Camp' spawns X number of bandits at location of 'Bandit Camp', and commands them to go to the rally point set by the player'
- Is there any material difference between creating the units as a summoned unit, with a certain amount of time allotted for their life vs. a trigger to remove them after a certain time? To avoid overpopulating the map with units.
- How can i redirect any bounty (or pillage income) made from killing units to the player that controls the creep building?
- My map has 10 player slots, 2 npc controlled teams, neutral victim, and neutral hostile. Would I have to create the units as a unique unused player slot for each player(to avoid different players units from being friendly with one another) ? In most scenarios only 3-4 players would be building these camps due to a separate subclass system that limits who can build these units.
The creep spawning building would have the ability to upgrade into 3 superior types of camps, with the ability to upgrade laterally to the other 2 after purchasing the first upgrade.
- What would be the most efficient way to structure the different unit spawning triggers? Ideally I would be using 3 similar triggers to the base trigger. Seems that having the triggers for the 3 upgraded camps initially turned off, although I'm not sure how much this helps with performance.
Thanks for your time