| 09-24-2003, 12:46 AM | #1 |
Is there some sort of switch to turn off 'creep sleeping'? I dont want the creeps in my dungeon map to nod off on guard duty! |
| 09-24-2003, 01:19 AM | #2 |
If you don't want them to fall asleep, I see two avenues.. 1- You use the Object editor, and set all of them to 'Sleeps - False' 2- You use triggers, and make it so time is frozen at 12:00. Not certain if there are any triggers that specifically say 'creatures don't sleep'... perhaps someone else can help you more. |
| 09-24-2003, 01:41 AM | #3 |
You can use the Object (Unit if you have RoC) editor to edit the sleep to "Sleep - False" |
| 09-24-2003, 02:43 AM | #4 |
Code:
Event:
Map Initialization
Condition:
Actions:
Pick all units belonging to player (neutral hostile)
Loop actions:
Set units sleep behavior (deosn't sleep)Thats not EXACTLY right, but there IS a trigger to adjust wether units sleep... My question to you is WHY? If its a dungeon, then it prolly indoors, so then visibility should not be effected by day/night cycle, and there for you can shut off the day/night cycle and make it ALWAYS day, and then you wouldn't have to worry about them sleeping... |
| 09-24-2003, 02:52 AM | #5 |
The exact trigger is: : Map Initialization A: Unit Group - Pick Every Unit (In Units Owned By Neutral Hostile) And Do (Unit - Make (Picked unit) Remain awake when unprovoked at night) One trigger, you could add this to map initialzation if you want to. |
| 09-24-2003, 12:46 PM | #6 |
Or you can use the Disable sleeping for all creeps action... |
