Darthfett
Aerospace/Cybersecurity Software Engineer
- Reaction score
- 615
The point was that it's not instant.
I've never heard of these tests before, but I was simply saying that I don't believe it has to be 'instant'. There will be around 0.03125 (or whatever the tick timer is) during which time the game engine should detect the units being in range of each other (assuming that they are only in range for 1 tick).
Why do that? Add/remove Locust from the projectile unit so it'll still be unselectable (due to Locust glitch) and make it invulnerable and spell immune. It can then be area-enumed and will still be almost entirely excluded from unit interaction.
I thought there was a glitch with the ALT button revealing these units' health bars. It would be a pain to have many on-screen, especially if the player has health bars set to be always shown.
That could be a benefit...
A benefit that it doesn't detect larger units (doing so would require more events as well as sliding multiple regions with the units).
[ljass]TriggerRegisterEnterRegion[/ljass]...
Whoops, I forgot that the GUI action creates a region and adds the rect to it to register these events. (I've had to tell so many people this that I forgot why ).
However, Kenny inadvertently brings up a good point. If you can use Enter Region/Range events with units that have locust added/removed, why not simply use the simple Enter Range events? It would require no extra dummy unit, along with no extra region sliding.