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A unit that represents a transition in a multimap campaign. Only selectable in the editor.
To place it down, drag from one level unit in the layout to another. While dragging, it will show you what levels it will connect to.
The top button in the unit's UI lets you place the transition again. It works the same as placing it the first time: drag from one level to another.
The second button opens a drop-down menu of all objectives you can attach to the transition. To add an objective, select it from the menu then click the “Add trigger” button below. To remove it, repeat the process. (The bottom button will say “remove trigger” instead.)
In script settings, you can toggle whether to require all or any of the objectives with the “require_all” setting.
There are currently 5 objectives that can be used in campaigns: reclaim, collect, totems, nullify, and time. Settings for all of these can be changed in the unit's script settings.
The biggest difference between the default and scripted objectives. It works based on percentage of all-time max creeper. The “reclaimReq” setting changes that percentage. For instance, at the default value of 25, the objective will start charging when there is 25% or less of the all-time greatest amount of creeper on the map.
Note that this means reclaim progress doesn't happen while the map is stuck at the creeper cutoff, even if the player clears more of the map.
Is obtained when the given infocache collection requirements are satisfied, given by the “collectnum” setting. 0 is collect all (default), a positive number is “collect at least X,” and a negative number is “collect until X remain.”
Is obtained when the given totem activation requirement is satisfied, given by the “collectnum” setting. 0 is charge all (default), a positive number is “charge at least X,” and a negative number is “charge until X remain.”
Is obtained when the given nullify requirement is satisfied, given by the “nullifynum” setting. 0 is nullify all (default), a positive number is “nullify at least X,” and a negative number is “nullify until X remain.”
Activates when a certain number of frames have passed since level start, given by the “time” setting. In the objective unit's settings, you can toggle whether you want this to fail when the rift lab leaves the map.
Note: The time objective is meant to be used as an out if the player takes too long, NOT as the main objective.
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