Killing unit's in area after level is complete

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Killing unit's in area after level is complete

New postby imsohordee on Mon Aug 15, 2011 8:50 pm

So in this new maze im making i want all the units to die in level one after they've reached level 2. Would i have to make 1 trigger to remove all of browns men in the level 1 area or is there a different way?
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Re: Killing unit's in area after level is complete

New postby 3ICE on Mon Aug 15, 2011 8:52 pm

That is a good solution. Remove all brown units from Region_1 upon a hero entering Checkpoint_1. You don't need a separate trigger, put it in your checkpoint trigger.
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Re: Killing unit's in area after level is complete

New postby imsohordee on Mon Aug 15, 2011 8:58 pm

Alright thank you, so all of the triggers for brown's men will turn off automatically?
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Re: Killing unit's in area after level is complete

New postby 3ICE on Mon Aug 15, 2011 9:03 pm

Depends of what kind of triggers they are.
If you remove a patrolling unit, it will be removed along with its patrol information.
If you remove a brown unit, its kill-touching-hero trigger will not work anymore, but the event will still be there just never fire since the unit it references is nowhere (still a memory leak, and i dont know if it is fixable)
If you remove a brown unit that spins in a circle (check out my wisp spinning system), the game will keep trying to spin it, even though it was removed. You have to disable those triggers separately.

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Re: Killing unit's in area after level is complete

New postby imsohordee on Mon Aug 15, 2011 9:08 pm

Alright thank you, im mainly removing patrols for now, so i should be good there and ill keep the wisp trigger in mind because that is a fun thing to have in any maze.
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