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Filtering Dummies

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Level 13
Joined
Oct 16, 2010
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731
Hi All,

Any chance anyone knows a good method for filtering out dummies from triggers? I have a big system in my map for "on kill" effects, however some of them trigger when dummies die. Any thoughts (preferably not "add them to a group!")
 
Level 12
Joined
May 22, 2015
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1,051
I think you can just check if they have the locust ability.
if (GetUnitAbilityLevel(GetTriggerUnit(), 'Aloc') == 0) then
  • Conditions
    • Level of (Locust) for (Triggering unit) is equal to 0
EDIT:
In my own map, I am doing something similar, except with an ability called "ignore". Units with that ability are skipped in all of my triggers. I added it to invulnerable buildings and stuff like that so they don't get affected by anything.
 
Level 12
Joined
May 22, 2015
Messages
1,051
I don't know what Hide unit does, but I think that would stop the unit from doing whatever it was doing. I think it makes them invisible for everyone. I haven't used it, though.

Locust units are skipped in a bunch of functions such as picking units in a region. They are not skipped for something like "A unit dies" event. I think you can check for the locust ability, but I also haven't actually done that. I would test that, though, since it is easy and I think it will work.
 

Ardenian

A

Ardenian

You could give the unit an unique point value ( object editor) and check if the point value of the dying unit is not equal the value you gave the dummy units
 
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