keychup
Active Member
- Reaction score
- 34
I am using dummy units as missiles so that in case another unit fires a missile it will be possible to deflect it.
Now I have an ability which fires 16 missiles at once.
On my current method I add all missiles to a unit group the moment they are created then i move them along their corresponding paths.
All was smooth until I had to implement deflection in the trigger. The deflection actions take place within the trigger that moves the missile.
For this action, I pick all units in the missile group to find each missile and make them move, but in order to find their distance from other missiles i have to find each missile again within the initial "Pick every unit in Missile group".
So you understand that this is making my game jerky whenever two enemy missiles collide.
Suggestions?
EDIT: Who knows how I can hide the missile dummy's HP bar without adding locust? If I find out how I can do this i can check for a deflection condition with only nearby missiles instead of the entire group of missiles.
EDIT: Solved. Set unit's Circle Height to 2048.00 and circle size to 0.00
EDIT: A new problem rose. The dummy units' HP bars appear on the sides of my camera bounds sometimes.
EDIT: I may have solved it. Selection Scale was set to -10. No HP bars so far, and still possible to use the pick every units within range with missiles.
Now I have an ability which fires 16 missiles at once.
On my current method I add all missiles to a unit group the moment they are created then i move them along their corresponding paths.
All was smooth until I had to implement deflection in the trigger. The deflection actions take place within the trigger that moves the missile.
For this action, I pick all units in the missile group to find each missile and make them move, but in order to find their distance from other missiles i have to find each missile again within the initial "Pick every unit in Missile group".
So you understand that this is making my game jerky whenever two enemy missiles collide.
Suggestions?
EDIT: Who knows how I can hide the missile dummy's HP bar without adding locust? If I find out how I can do this i can check for a deflection condition with only nearby missiles instead of the entire group of missiles.
EDIT: Solved. Set unit's Circle Height to 2048.00 and circle size to 0.00
EDIT: A new problem rose. The dummy units' HP bars appear on the sides of my camera bounds sometimes.
EDIT: I may have solved it. Selection Scale was set to -10. No HP bars so far, and still possible to use the pick every units within range with missiles.