War for the Overworld

War for the Overworld

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Issue with Mighty-Script-Editor
my apologies in advance if my wording isn't perfect. I've been running into an issues with the configuration of units in the gateway configs. I've set it to spawn certain units, while wanting to remove beasts (as frosty and magma weavers spawn solely from the beast den). However, i wish for the opposing empire faction to still recieve the beasts, without getting weavers.

Beasts keep spawning in spite of the script having them disabled. I have them still active in the mutators for beasts to spawn normally. Am i missing some sort of step. Any advice would be phenomal!

-Regards, Saint Boof
Originally posted by Green.Sliche:
That depends on your map design.

Neutral ones can be used for maps without scripting, such as Deathmatch ( Normal Match ), King of the Hill ( Shrine Wars ) or Core Shards Match. You won't be able to attract new ones though because scripting is not allowed for these maps.

If you want custom units ( like the one from Crucible ) be attracted through portal, such as Demicorns for example, you can only achieve that with triggers. The usage of triggers limits you to Scenario Mode or Custom.
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Showing 1-4 of 4 comments
Green.Sliche Dec 3, 2018 @ 11:55pm 
You could try disabling unit spawn using trigger ( Unit Gateway Pool ) or something. With this, specific type of units would stop coming for player of your choice ( Green, Blue, Red, Yellow or Empire ). You can use the same trigger to add more units to spawn pool, like Shamblers, Terrors and so on. Do note that using triggers will require you to turn map either into Campagin or Custom mode. Custom Mode also requires extra victory / defeat conditions, otherwise map won't always end properly.
OrangeWraith Dec 5, 2018 @ 5:36pm 
I currently have it set as a Scenario. As i have it now, upon claiming the gateways, it "triggers" the changes. in leui of that, i do have so one must build a beast den. Would it be more ideal to have a neutral one instead for the player to claim?
The author of this thread has indicated that this post answers the original topic.
Green.Sliche Dec 7, 2018 @ 5:36am 
That depends on your map design.

Neutral ones can be used for maps without scripting, such as Deathmatch ( Normal Match ), King of the Hill ( Shrine Wars ) or Core Shards Match. You won't be able to attract new ones though because scripting is not allowed for these maps.

If you want custom units ( like the one from Crucible ) be attracted through portal, such as Demicorns for example, you can only achieve that with triggers. The usage of triggers limits you to Scenario Mode or Custom.
Green.Sliche Dec 7, 2018 @ 5:36am 
In Scenario Mode though, you restrict player from setting AI opponents, alliances and cut out the possibility of the content being used in Multiplayer Mode. Scenario mode may be less strict with script requirements and may not require custom victory / defeat conditions.

In Custom Mode, you can use the map in it's fulliest, however Mode Specific UI ( like Core Shard HP Circles or KOTH Core Health ) will no longer be available. You will also have to define manually when game should end. For example, if you want it to end when 3 out of 4 players are dead ( like in normal Death Match FFA ), you will need to use stuff like numbers and some advanced trigger settings.

In the end it's up to you, what you can and what you want to do or have.
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Showing 1-4 of 4 comments
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Date Posted: Dec 3, 2018 @ 5:36pm
Posts: 4