- Joined
- Dec 2, 2016
- Messages
- 733
I have cyclone hides unit turned on in gameplay constants. It's required for the game.
I need to have it so when the unit is cycloned, if another unit takes it's place. The original unit when it comes down either pushes the unit out below or doesn't allow it in the first place.
My first attempt was creating a dummy unit that is created in place of the cycloned unit on cast.
But we're having issues with the timing of removing the dummy unit before the main cycloned unit comes down.
Cyclone lasts for 5 seconds on units. I have a generic timer that removes the unit after 4.90 seconds. Yet in game we had one game where the dummy unit was still in the game when the cycloned unit came down. So I assume the cyclone timer is not accurate, or our timer to remove the unit wasn't accurate.
Any idea what my solution would be for this? Thanks.
I need to have it so when the unit is cycloned, if another unit takes it's place. The original unit when it comes down either pushes the unit out below or doesn't allow it in the first place.
My first attempt was creating a dummy unit that is created in place of the cycloned unit on cast.
But we're having issues with the timing of removing the dummy unit before the main cycloned unit comes down.
Cyclone lasts for 5 seconds on units. I have a generic timer that removes the unit after 4.90 seconds. Yet in game we had one game where the dummy unit was still in the game when the cycloned unit came down. So I assume the cyclone timer is not accurate, or our timer to remove the unit wasn't accurate.
Any idea what my solution would be for this? Thanks.