- Joined
- Sep 20, 2020
- Messages
- 4
When it comes to triggers which use a dummy unit to cast an ability, which is more efficient?
Having a dummy unit pre-placed in the editor which is moved around the map when called for by a trigger and just giving the dummy unit all the abilities it will potentially need in the object editor?
Or each time a trigger requiring a dummy unit is activated, have that trigger create a dummy unit with an expiration timer at a given point?
If triggers are being activated at a very fast rate, will one permanent dummy unit be able to keep up?
Thank you
Having a dummy unit pre-placed in the editor which is moved around the map when called for by a trigger and just giving the dummy unit all the abilities it will potentially need in the object editor?
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Horn of Helm Hammerhand Copy Copy
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Events
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Unit - A unit Begins casting an ability
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Conditions
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(Ability being cast) Equal to Sound the Horn of Helm Hammerhand (The Horn of Helm Hammerhand)
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Actions
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Sound - Play The_Horn_of_Helm_Hammerhand__ISOLATED_AUDIO_u <gen>
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Unit Group - Pick every unit in (Units in Helms Deep <gen>) and do (Actions)
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Loop - Actions
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Set VariableSet PickedUnit = (Picked unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(PickedUnit belongs to an enemy of (Owner of (Triggering unit)).) Equal to True
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(PickedUnit is alive) Equal to True
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(PickedUnit is A structure) Not equal to True
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Then - Actions
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Set VariableSet tempPoint = (Position of PickedUnit)
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Unit - Move Ability Unit 0331 <gen> instantly to tempPoint
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Unit - Order Ability Unit 0331 <gen> to Undead Necromancer - Cripple PickedUnit
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Custom script: call RemoveLocation (udg_tempPoint)
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Else - Actions
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Or each time a trigger requiring a dummy unit is activated, have that trigger create a dummy unit with an expiration timer at a given point?
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Horn of Helm Hammerhand Copy
-

Events
-


Unit - A unit Begins casting an ability
-
-

Conditions
-


(Ability being cast) Equal to Sound the Horn of Helm Hammerhand (The Horn of Helm Hammerhand)
-
-

Actions
-


Sound - Play The_Horn_of_Helm_Hammerhand__ISOLATED_AUDIO_u <gen>
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Unit - Create 1 Ability Unit for (Owner of (Casting unit)) at (Center of Helms Deep <gen>) facing Default building facing degrees
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Unit - Add Cripple (Horn of Helm Hammerhand) to (Last created unit)
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Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
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Unit Group - Pick every unit in (Units in Helms Deep <gen>) and do (Actions)
-



Loop - Actions
-




Set VariableSet PickedUnit = (Picked unit)
-




If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-





If - Conditions
-






(PickedUnit belongs to an enemy of (Owner of (Triggering unit)).) Equal to True
-






(PickedUnit is alive) Equal to True
-






(PickedUnit is A structure) Not equal to True
-
-





Then - Actions
-






Set VariableSet tempPoint = (Position of PickedUnit)
-






Unit - Move (Last created unit) instantly to tempPoint
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Unit - Order (Last created unit) to Undead Necromancer - Cripple PickedUnit
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Custom script: call RemoveLocation (udg_tempPoint)
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Else - Actions
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If triggers are being activated at a very fast rate, will one permanent dummy unit be able to keep up?
Thank you
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