January 23rd, 2007
Posted by pftq

NearUnit Effects

        Another set of trigger effects for AOM and AOE3 designers…

         These are one of the more unique, less straight-forward trigger effects I have made. One of many things RMS have over scenarios is the randomness of each game. The below effects should add some of that missing element to scenarios and open up many more possibilities.

The basic workings involve:
- Radius: As with other effects and conditions, radius determines how far a selected location can be. Unfortunately, due to a lack of the squareroot function in XS, filling every spot within the radius actually forms a square. :P
- Edges Only: This will set it to only fill the perimeter. If every spot is filled, you will see a hollow square.

         The fact that the radius is a square should not really much a problem. The only way you can notice is if you actually fill every spot, which you probably wouldn’t be doing (in a serious use of the effect) anyways.

Screenshots of what I mean:
Perfectly Filled Squares
Perfectly Hollowed Squares
Instant Box Wall Created With Triggers

         I’ve taken the effects I found useful and also combined it with the ToUnit Effect. Perhaps it is just preference, but I see no point in using an area selection, other than being lazy. Using a unit target, you can simply place a block down to specify the area - not only that, but you can also have a moving area (moving unit). That is far more useful.

These are the trigger effects included in this set:

Army Build Building Near Unit
Army Deploy Near Unit (Heading removed for Space, let me know if this is a problem)
Army Teleport Near Unit
Invoke God Power Near Unit (Area GPs only, and with single location)
Move From Area To Near Unit
Teleport Units to Near Unit
Unit Build Building Near Unit
Unit Create Near Unit

Download NearUnit Effects Here

Some things to keep in mind:
- Army Deploy deploys next to the obstacle if an obstacle is an encountered - therefore you will not have a perfect square or line.

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