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Old 10-03-2007, 02:30 PM   #16
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Quote:
Originally Posted by cohadar
Well all you need is a RemoveEventFromTrigger() function...
But I guess there is none.

I wonder what will Vexorian "elaborate"
- Range Enum is as fast or faster than the range event.
- We can recycle units thus we don't need dynamic triggers for damage events either.

Can't think of any other use you could give to a dynamic trigger.
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Old 10-03-2007, 04:06 PM   #17
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I totally failed to understand any of this !?
More details please.
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Old 07-19-2010, 10:42 AM   #18
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This is a relatively dead thread, but in light of unanswered queries I want to know what exactly the "synopsis" of this thread is; there hasn't really been any confirmed closure other than "you don't need it".

cohadar is explaining that he constantly creates/destroys triggers for some OnDamage thing he described, while Vexorian has said something about range enumeration... and... well I'm not really sure what he's talking about.

While I am at it, what exactly is "unit recycling". I'm sure that you can manipulate a unit after it has died in order to reserve it in gameplay (without it being removed) but the only way to really switch units back and forth would be through the use of Chaos, which isn't very effective when dealing with an enormous variety of units.
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Old 07-19-2010, 06:52 PM   #19
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In regard of this implementation what you say is true: UnitRecycling was only usefull if you use only a small variety of units at a time.
But I'd say usually you won't have a large variety of units AND a large amount of units per type (that die frequently).

A bit offtopic:
If you want diversity without different unit types: I played a lot with the skin-change trick with 'eat-tree', bonus mod and some size and tinting changes, which got me a huge army of undeads with only quite few units looking the exactly the same...
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Old 07-19-2010, 09:23 PM   #20
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Way to necro a thread... this is nearly three years old. We've had plenty of closure since then, try looking for it in newer threads.

Short version: the only cases where dynamic triggers were needed were when we lacked a generic unit event: damage detection and unit-comes-in-range-of-unit detection. The latter can easily be done by periodically enumerating units in range while the former has been "fixed" by using trigger generations rather than a trigger-per-unit setup (see any decent damage detection system). There, no more dynamic triggers needed, problem solved, thread closed.
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