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Editor: Remove unit

Posted: Tue Jan 19, 2016 12:04 pm
by Erik2
I want to set up a trigger/event that removes certain units when the ownership of a primary objective changes.
I have tried the settings in the screenshot, but can't get it to work.

1) Is it best to use Kill, Undeploy or Exit?

2) What is the difference between those effects?

Thanks

Re: Editor: Remove unit

Posted: Sat Jan 23, 2016 2:51 am
by Shireshio
I think depending on how you build your scenario:

1)Usually, I pick Kill. If I create a custom Special Event in the Triggers, for example a plane malfunctioning- I would then write up the Special Event properties followed by the "Kill" effect, which in this case
will include the full death animation of the unit. So to answer your question: Kill when you want the actual death animation to be visible, Undeploy makes it so the unit is removed from the current battlefield BUT can be
redeployed at a later time, and, Exit if you want a unit to permanently exit the current scenario(Useful for carrying units between a campaign's missions).

2)The differences- Kill will include the death animations of a unit if the trigger is successfully executed, undeploy will remove it temporarily but allowing it to be redeployed, and exit being useful for permanently removing a unit
BUT useful for transfer of units between missions for a campaign.

Hope that helped!

-Shire

Re: Editor: Remove unit

Posted: Sun Jan 24, 2016 11:57 am
by Erik2
Excellent info. I will use exit for this kind of planned withdrawal.