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-Works with multiple bunker types
-Units-of-type can be set to fire from 1 bunker type and not from other
-Garisoned units can be ordered to atack specified unit
-Garisoned units can use autocast abilites
Minuses
-Doesnt support heroes (In next version)
-Doesnt support melee units (Working on it)
-Max of 10 units in a single bunker
Credits
To SonicFlare101 for requesting this system
To Bribe for his Unit Indexing System and Unit Event System
To rulerofiron99 for finding a way to keep the dummy in the bunker and exchanging ideas
Triggers
Initialization
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Entire map)
-------- ---------------------------------------------------------------------UNIT TYPE 1------------------------------------------------------------------------------------------- --------
-------- This is the Unit-Type which can enter the bunker --------
-------- ---------------------------------------------------------------------UNIT TYPE 2------------------------------------------------------------------------------------------- --------
-------- ---------------------------------------------------------------------UNIT TYPE 3------------------------------------------------------------------------------------------- --------
-------- ---------------------------------------------------------------------You can continue to 8192 unit types but I doubt you'd need that much------------------------------------------------------------------------------------------- --------
BunkerUnitRegister
Events
Conditions
Actions
-------- This sets the index of the unit-type and the number of unit-types which can shoot from a bunker, each time +1 --------
- Updated documentation
- GetLastCreatedUnit() -> bj_lastCreatedUnit
- Added Wooden Bunker from which Fire Archers cant fire
- Fixed the scaling value as rulerofiron99 said
- Added different missiles for different dummiees and changed atack speed so you can see the difference
- Added register trigger and simplified initialization trigger
- Minor changes
- Updated documentation
- Reduced calls
- Fixed typos in the documentation
How is this configured? There was nothing about it in the triggers.
EDIT: Because the dummy units have a scaling value of 0.00, their missiles appear "wrong" - all the particles etc are rendered in exactly the same place. Either turn off Art - Scale Projectiles, or leave the units at normal scaling and set their vertex colouring to 100% transparency in the load trigger.
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