Trigger (effects)

Any other ideas that does not fit to the specific categories.
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Devang
Posts: 10
Joined: Tue Oct 31, 2017 7:47 am

Trigger (effects)

Post by Devang » Fri Nov 10, 2017 6:24 am

Is there any 'effect' which can direct unint/s to do a specific job ? For eg.-when condition 'object destroyed' has taken place then a group of units(already present on map) get directed 'to reach a specific place' or to kill a specific unit on map.

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godOfKings
Posts: 2072
Joined: Fri Sep 22, 2017 4:50 pm

Re: Trigger (effects)

Post by godOfKings » Mon Nov 13, 2017 4:29 pm

Like as in setting priority for ai unit?
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools

Devang
Posts: 10
Joined: Tue Oct 31, 2017 7:47 am

Re: Trigger (effects)

Post by Devang » Tue Nov 14, 2017 5:40 am

Yes , not just priority but a target for AI units.This would make a historical map more realistic.

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godOfKings
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Re: Trigger (effects)

Post by godOfKings » Tue Nov 14, 2017 10:15 am

Yes its pretty useful to b able to decide wat the ai will do first
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools

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godOfKings
Posts: 2072
Joined: Fri Sep 22, 2017 4:50 pm

Re: Trigger (effects)

Post by godOfKings » Tue Nov 14, 2017 10:17 am

But I think it will b impossible (as well as useless) on player controlled umits
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools

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