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Player-specific Waygate

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Jul 11, 2013
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38
I made a similar system for my map not too long ago.

  • Waygate Targeting
    • Events
      • Unit - A unit Is issued an order targeting a point
    • Conditions
      • (Unit-type of (Ordered unit)) Equal to Way Gate
    • Actions
      • Set WayPoint = (Target point of issued order)
      • Neutral Building - Set (Ordered unit) destination to WayPoint
      • Custom script: call RemoveLocation(udg_WayPoint)
This allows you to construct a waygate style building with the default waygate ability. I used a dummy spell based off humans' Flare from mortar team for the targeting spell for the waygates' actual destination.

BUT, in testing, if an enemy is wanting to get through and your waygate is the quickest path, they will use it.

So I made a couple of dummy spells based off Roar and Taunt respectively to turn the waygate ON and OFF. The waygate keeps its targeting even when turned off.

Its not terribly trigger intensive, and net result is pretty decent player owned waygate system.

  • Waygate Activate
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Unit-type of (Casting unit)) Equal to Way Gate
      • (Ability being cast) Equal to |cff48d1ccEnable Waygate|r
    • Actions
      • Neutral Building - Enable (Casting unit)
  • Waygate Deactivate
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Unit-type of (Casting unit)) Equal to Way Gate
      • (Ability being cast) Equal to |cffb22222Disable Waygate|r
    • Actions
      • Neutral Building - Disable (Casting unit)
 
Level 3
Joined
Jul 11, 2013
Messages
38
I think having them be automatic wouldn't allow the units to recognize the waygates as a path when they aren't standing next to them. So you could make them automatic, but it might cause some problems.

Ehh, really depends on what you need for your map.
 
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