Closed DrkSephy closed 9 years ago
To clarify: the spawned unit that is set to never move can still attack only if there is an attackable unit within its attack range, correct?
I should re-phrase, a unit that is spawned to never move will only attack if there is a player unit adjacent to them, i.e: they will never move to attack a player. They are always stationary and only initiate an attack if the player is adjacent.
Based on the most recent changes addressing this issue:
In regards to task 1:
Place a boss in their own dedicated array inside enemy_groups_all
inside the Enemy Spawner. Then, in Weltmeister, assign a custom key, zone
, and its respective value pair, #
, to an Enemy Spawner, where # should be replaced with the array index in which the boss is stored in enemy_groups_all
. If no zone
key is found, the default value, 0
, will be used.
In regards to task 2:
In Weltmeister, assign a custom key, immovable
, and its respective value pair, true
, to an Enemy Spawner if you do not want the spawned enemy unit to move (it will still be able to attack). If no immovable
key is found, the default value, false
, will be used.
Based on issue #159, it would also be great if we could add the following properties/abilities:
neverMoves
, which means that the entity in question will never move. This is useful for putting bosses on special tiles, and for setting upSeize the tile
objectives.These two features seem to be add-ons to the
enemySpawner
method.