In my opinion there's no way to do this without 10 separate areas. The only way to have them overlap in the same part of the map without allowing units from different simultaneous marbles to interact with each other would be to do some hackey hiding/showing of units for some players locally but I can't imagine that wouldn't cause an actual game state change and thus desynch everyone.
You might also want to consider what happens with nested casts. I.E. marble cast within a marble-- what sort of bugs do you get then?
I was hoping it wouldnt come to that 10 regions hahaha xD..
For nested casts, the first UBW caster makes the marble. If another caster casts another UBW inside it, or will be brought by it, the first UBW would just get its duration extended, while the second would still have its effects of giving its EMIYA the Sword Rain ability as well, (this will make it so that the first UBW's function of taking everybody back to where they were not be overwritten or bug out, anyways the purpose of the marble is to trap everyone and give EMIYA the sword spam ability)
If you mean rects (GUI regions) then you can dynamically create and destroy them. One can duplicate a region constant this way and assign it unique to each instant, or create a region anywhere you want any size you need. If you do not want units from one cast to be affected by another cast when in overlapping areas they can be added to a group unique to each cast instant. If you do not want units to be affects by another cast if already under the effect then a global group holding all currently affected units can be used to exclude such units.
Wow, I could do that?! (the whole create rects in triggers) ima try that.
Haven't I been using seperate groups from the start?
Anyways ima experiment on the rects thing, still It would mean that I have to create a large sized map to accommodate for those regions, right? But I can control the camera of the players anyway so thats not a big deal
Insteads moving units in AoE to the stage, why don't you generate the stage at the caster location.
because by doing so, there would be a risk that they be affected by spells/attacks from other units outside the marble. And if they have teleports/blinks could escape the marble (which is a bad thing =D )
Thanks for the help guys, I will experiment on this again..
Oh yea due to the nature of spell making in GUI, creating an AoS map with atleast 20 heroes and each of those heroes having 4 spells, and each spell being MUI, would have A TON of variables right?
Is there No way around that?