Slow units that enter a region

brainless

Member
Reaction score
1
Can anyone teach me how to slow units enter a range of a unit and have them return to their previous speed when leaving?
 

inevit4ble

Well-Known Member
Reaction score
38
Trigger:
  • UnitEnters
    • Events
      • Unit - A unit enters (Entire map)
    • Conditions
    • Actions
      • Unit - Set (Triggering unit) movement speed to ((Current movement speed of (Triggering unit)) - 50.00)

Trigger:
  • UnitLeaves
    • Events
      • Unit - A unit leaves (Entire map)
    • Conditions
    • Actions
      • Unit - Set (Triggering unit) movement speed to ((Current movement speed of (Triggering unit)) + 50.00)

Thats the very basic idea.
 

brainless

Member
Reaction score
1
What if have a unit with 500 ms goes in to the area and bcome 450 ms then get another debuff of -50% ms it will bcome 225. If the unit get out of the area then will gain back to 275 ms and + back 50% it will bcome 550 ms or 522 ms if follow the game constant so i dont think that will work perfectly. And SORRY i made a mistake with range and region....what i was trying to ask is slow unit entering a range of a unit.
 

GFreak45

I didnt slap you, i high 5'd your face.
Reaction score
130
you can use the tornado aura, stacking aura and reduces move speed addatively ie: a unit comes in range of 1 unit with 20% movespeed slow aura and then a second so its in range of both, that becomes 40% slow, its a base aura and it doesnt show a debuff, check for it in the abilities part of object editor
 

Smitty

Member
Reaction score
20
you can use the tornado aura, stacking aura and reduces move speed addatively ie: a unit comes in range of 1 unit with 20% movespeed slow aura and then a second so its in range of both, that becomes 40% slow, its a base aura and it doesnt show a debuff, check for it in the abilities part of object editor

I don't think he actually wants this, at least I don't think it's what he asked for. I think he used multiple slows as a potential problem with inevit4ble's trigger.

There's 2 easy ways I can think of to do this;

The easiest would be to give the unit a slow aura, so that any other units which come near it are slowed (as GFreak says tornado aura would work fine)

The second is slightly more complicated, but might be necessary if you have a problem with using an aura for whatever reason;

Create a spell based on slow. Give the ability to a dummy casting unit. Make the slow last 0.1s and make a trigger which creates a dummy caster every 0.01s to cast the slow on any units in range of a point.

Either of these should work fine. good luck :)
 

inevit4ble

Well-Known Member
Reaction score
38
My post was the basic idea. more details would have been good.

You would need to register the units movement speed reduce percent value and increase but that amount after the effect is finished, but that will tedious as you will probably use a unit group to set units in range but to save the movement decrease values I would think the best move would be to use a hashtable. Then at least you can use the unit handle so it would be easier to recall the value per unit.

The tornado effect is very useful and you should look into it, but the dummy caster is also a viable option
 

Smitty

Member
Reaction score
20
The second method won't leak if you use variables properly and get rid of them at the end.

Also, I should have said; creates a dummy caster every 0.1s not 0.01. 0.01 could potentially cause problems if you have too many units in the region at once, and besides, there's no need to be that immaculate.
 

brainless

Member
Reaction score
1
OK, Got it :) thx just forgot to set unit in range is alive......i got many cropses im range so they lag lol.
 

Smitty

Member
Reaction score
20
yeh, corpses won't help ^.^ if you have a problem with lag I'd suggest using inevit4ble's idea, using an aura.
 

GFreak45

I didnt slap you, i high 5'd your face.
Reaction score
130
Create a spell based on slow. Give the ability to a dummy casting unit. Make the slow last 0.1s and make a trigger which creates a dummy caster every 0.01s to cast the slow on any units in range of a point.

this is a nice idea but once a few units enter all of a sudden you are creating 100 units/second/unit in the region, at 10 units thats 1000 units per second, even my computer cant handle that

with your idea what i would do instead is creating a dummy unit for every unit that enters the map that is locked to the unit (always the same speed and told to move to the same location and if it gets more that 80 or so range move it back and set its action again) that can have spells added and taken that do different effects, it would double the ammount of units in game but it would create HUGE diversitablility for his map, something not to be discarded lightly
 

Smitty

Member
Reaction score
20
It was only an idea. I think an aura is the best method, I was just suggesting alternatives
 

vypur85

Hibernate
Reaction score
803
with your idea what i would do instead is creating a dummy unit for every unit that enters the map that is locked to the unit (always the same speed and told to move to the same location and if it gets more that 80 or so range move it back and set its action again) that can have spells added and taken that do different effects, it would double the ammount of units in game but it would create HUGE diversitablility for his map, something not to be discarded lightly
I don't get you here. If you want a dummy unit to follow the affected unit, just for sake of slowing the affected unit, you might as well add a slow ability (Endurance Aura, Tornado) which targets self to the affected unit, or even order a dummy to cast Slow to them. No need all the fancy dummy movement triggering. Sides, if you're gonna use the Slow method, you only need one dummy unit for the entire duration of the game. Just reuse it to cast the spell over and over again.


As mentioned, the easiest way, is to give Tornado or Endurance Aura to a dummy unit (a unit with no model), and place the dummy units into the map manually. Whenever a unit enters the vicinity of the dummy unit, they get slowed. You don't even need to trigger it.

Or am I not getting what you want here?
 

GFreak45

I didnt slap you, i high 5'd your face.
Reaction score
130
I don't get you here. If you want a dummy unit to follow the affected unit, just for sake of slowing the affected unit, you might as well add a slow ability (Endurance Aura, Tornado) which targets self to the affected unit, or even order a dummy to cast Slow to them. No need all the fancy dummy movement triggering. Sides, if you're gonna use the Slow method, you only need one dummy unit for the entire duration of the game. Just reuse it to cast the spell over and over again.


As mentioned, the easiest way, is to give Tornado or Endurance Aura to a dummy unit (a unit with no model), and place the dummy units into the map manually. Whenever a unit enters the vicinity of the dummy unit, they get slowed. You don't even need to trigger it.

Or am I not getting what you want here?

i meant that dummys can be usefull and having one bound to each unit could be extremely usefull for a map overall, not specifically this spell/trigger/issue
 

Smitty

Member
Reaction score
20
But that's only if you specifically need that kind of functionality, which just confuses the issue here.
 

GFreak45

I didnt slap you, i high 5'd your face.
Reaction score
130
lol we are just digressing way too much now... ignore my last few posts about that idea, if there are any more pertaining to the original question post away
 

inevit4ble

Well-Known Member
Reaction score
38
Well....... is there even still a problem? the author hasn't said much for a while :)
 
General chit-chat
Help Users
  • No one is chatting at the moment.
  • Varine Varine:
    How can you tell the difference between real traffic and indexing or AI generation bots?
  • The Helper The Helper:
    The bots will show up as users online in the forum software but they do not show up in my stats tracking. I am sure there are bots in the stats but the way alot of the bots treat the site do not show up on the stats
  • Varine Varine:
    I want to build a filtration system for my 3d printer, and that shit is so much more complicated than I thought it would be
  • Varine Varine:
    Apparently ABS emits styrene particulates which can be like .2 micrometers, which idk if the VOC detectors I have can even catch that
  • Varine Varine:
    Anyway I need to get some of those sensors and two air pressure sensors installed before an after the filters, which I need to figure out how to calculate the necessary pressure for and I have yet to find anything that tells me how to actually do that, just the cfm ratings
  • Varine Varine:
    And then I have to set up an arduino board to read those sensors, which I also don't know very much about but I have a whole bunch of crash course things for that
  • Varine Varine:
    These sensors are also a lot more than I thought they would be. Like 5 to 10 each, idk why but I assumed they would be like 2 dollars
  • Varine Varine:
    Another issue I'm learning is that a lot of the air quality sensors don't work at very high ambient temperatures. I'm planning on heating this enclosure to like 60C or so, and that's the upper limit of their functionality
  • Varine Varine:
    Although I don't know if I need to actually actively heat it or just let the plate and hotend bring the ambient temp to whatever it will, but even then I need to figure out an exfiltration for hot air. I think I kind of know what to do but it's still fucking confusing
  • The Helper The Helper:
    Maybe you could find some of that information from AC tech - like how they detect freon and such
  • Varine Varine:
    That's mostly what I've been looking at
  • Varine Varine:
    I don't think I'm dealing with quite the same pressures though, at the very least its a significantly smaller system. For the time being I'm just going to put together a quick scrubby box though and hope it works good enough to not make my house toxic
  • Varine Varine:
    I mean I don't use this enough to pose any significant danger I don't think, but I would still rather not be throwing styrene all over the air
  • The Helper The Helper:
    New dessert added to recipes Southern Pecan Praline Cake https://www.thehelper.net/threads/recipe-southern-pecan-praline-cake.193555/
  • The Helper The Helper:
    Another bot invasion 493 members online most of them bots that do not show up on stats
  • Varine Varine:
    I'm looking at a solid 378 guests, but 3 members. Of which two are me and VSNES. The third is unlisted, which makes me think its a ghost.
    +1
  • The Helper The Helper:
    Some members choose invisibility mode
    +1
  • The Helper The Helper:
    I bitch about Xenforo sometimes but it really is full featured you just have to really know what you are doing to get the most out of it.
  • The Helper The Helper:
    It is just not easy to fix styles and customize but it definitely can be done
  • The Helper The Helper:
    I do know this - xenforo dropped the ball by not keeping the vbulletin reputation comments as a feature. The loss of the Reputation comments data when we switched to Xenforo really was the death knell for the site when it came to all the users that left. I know I missed it so much and I got way less interested in the site when that feature was gone and I run the site.
  • Blackveiled Blackveiled:
    People love rep, lol
    +1
  • The Helper The Helper:
    The recipe today is Sloppy Joe Casserole - one of my faves LOL https://www.thehelper.net/threads/sloppy-joe-casserole-with-manwich.193585/
  • The Helper The Helper:
    Decided to put up a healthier type recipe to mix it up - Honey Garlic Shrimp Stir-Fry https://www.thehelper.net/threads/recipe-honey-garlic-shrimp-stir-fry.193595/

      The Helper Discord

      Members online

      No members online now.

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top