Sooda
Diversity enchants
- Reaction score
- 318
> what does this matter?
I agree there isn' t very solid answer why it is so important but maybe elmstfreddie will answer why he wants to know it.
Maybe answer would be because FirstOfGroup returns random unit, but we could know what it will return if we would know how it picks them. Then you could use that knowledge for picking Archer before Footman and not needing to do comparison is unit type Archer or something that.
EDIT: ROFL !!!! Locust units aren' t picked by GroupEnum functions, good point N-a-z-g-u-l and Exide >.< ! Rofl ! I gonna do new tests without locust but with 0 collision size instead .
EDIT2: Ok, now when I have fixed the *sigh* small bug of my test map I can tell you it is reversed ! It always picks first unit what was created with CreateUnit native and lastly from group is retrieved tenth Footman. I did quick check but it was opposite to my previous ones and all other units was picked in order of creation. Firstly very first unit created on map, then second, then third, etc.
Sorry for first *sigh* small bit of miss leading info.
By the way with 0 collision size they still get clustered around map center and that didn' t affect result. So I guess unit position on map isn' t in any way connected to 'picking unit' when getting all of them. It comes into play when you pick units in range or region I assume.
I agree there isn' t very solid answer why it is so important but maybe elmstfreddie will answer why he wants to know it.
Maybe answer would be because FirstOfGroup returns random unit, but we could know what it will return if we would know how it picks them. Then you could use that knowledge for picking Archer before Footman and not needing to do comparison is unit type Archer or something that.
EDIT: ROFL !!!! Locust units aren' t picked by GroupEnum functions, good point N-a-z-g-u-l and Exide >.< ! Rofl ! I gonna do new tests without locust but with 0 collision size instead .
EDIT2: Ok, now when I have fixed the *sigh* small bug of my test map I can tell you it is reversed ! It always picks first unit what was created with CreateUnit native and lastly from group is retrieved tenth Footman. I did quick check but it was opposite to my previous ones and all other units was picked in order of creation. Firstly very first unit created on map, then second, then third, etc.
Sorry for first *sigh* small bit of miss leading info.
By the way with 0 collision size they still get clustered around map center and that didn' t affect result. So I guess unit position on map isn' t in any way connected to 'picking unit' when getting all of them. It comes into play when you pick units in range or region I assume.