S
Slaughter
Guest
I'm making a td, and to prevent creeps' wigging out after having been stunned, I want to use a trigger that goes:
Generic Unit Event: a unit is attacked.
--Player Controller Comparison: owner of attacking unit = computer
--Issue Order targeting a point: order attacking unit to move to (destination)
But considering that there will be creeps and towers all over the place, the trigger's going to be having it's condition checked -very- often.
Will this be a lag-inducing trigger, or put a heavy load on processors? If so, would it help to remove the condition and make the event a Player-Owned Unit event? (This would mean multiple copies of the trigger, but only four in my case, since there are only four human players).
Thanks, and forgive me if there's a tutorial or previous thread that details this. If you link me, I'll gladly sift through that. But I can't think how to search it successfully.
Thanks!
Generic Unit Event: a unit is attacked.
--Player Controller Comparison: owner of attacking unit = computer
--Issue Order targeting a point: order attacking unit to move to (destination)
But considering that there will be creeps and towers all over the place, the trigger's going to be having it's condition checked -very- often.
Will this be a lag-inducing trigger, or put a heavy load on processors? If so, would it help to remove the condition and make the event a Player-Owned Unit event? (This would mean multiple copies of the trigger, but only four in my case, since there are only four human players).
Thanks, and forgive me if there's a tutorial or previous thread that details this. If you link me, I'll gladly sift through that. But I can't think how to search it successfully.
Thanks!


