I am still working on that huge RPG map. I have many many creeps that are presently neutral hostile. A few of them have special talents, such as the ability to phase out of being hit, and move a short random distance away. They are less than 3% of the total population of creeps on map though.
Now I was working with making some of the creeps perform certain effects when struck, certain other things and mostly to add flavor. Problem with this is that having 8 players striking creeps all over the map, I am wondering if I am not pushing too close to the boundary of trigger execution time.
Take for example this trigger:
Now would I save alot of processor space by moving all these units to the Neutral Extra? And what pitfalls are there for using Neutral Extra?
**Edit. I feel silly. I remembered there is a Night Elf ability called phase shift that is perfect for what i want to do. Now whats the best way to detect when this ability goes off? Will Unit Finishes Casting an Ability work for passive abilities?
Now I was working with making some of the creeps perform certain effects when struck, certain other things and mostly to add flavor. Problem with this is that having 8 players striking creeps all over the map, I am wondering if I am not pushing too close to the boundary of trigger execution time.
Take for example this trigger:
Code:
PhaseJump
Events
Unit - A unit owned by Neutral Hostile Is attacked
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Attacked unit)) Equal to Footman
(Unit-type of (Attacked unit)) Equal to Knight
(Unit-type of (Attacked unit)) Equal to Peasant
(Unit-type of (Attacked unit)) Equal to Rifleman
Actions
Set RefPoint = ((Position of (Triggering unit)) offset by ((Random real number between -30.00 and 30.00), (Random real number between -30.00 and 30.00)))
Set RefPoint2 = (Position of (Attacking unit))
Set TempInteger = (Random integer number between 1 and 100)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
TempInteger Less than or equal to 25
Then - Actions
Unit - Move (Attacked unit) instantly to RefPoint, facing RefPoint2
Else - Actions
Custom script: call RemoveLocation (udg_RefPoint)
Custom script: call RemoveLocation (udg_RefPoint2)
Now would I save alot of processor space by moving all these units to the Neutral Extra? And what pitfalls are there for using Neutral Extra?
**Edit. I feel silly. I remembered there is a Night Elf ability called phase shift that is perfect for what i want to do. Now whats the best way to detect when this ability goes off? Will Unit Finishes Casting an Ability work for passive abilities?