| 07-08-2002, 08:58 AM | #1 |
Is only building the only option to train a unit? I do not want to use a building using a unit model as the shadow somehow remains fixed. Any idea? |
| 07-08-2002, 11:40 AM | #2 |
I dont know if this is possible, but I haven't tried the NightElves' Buildings, cuz they have Uprooted buildings, but I don't know whether you can add an ability wherein you can train a unit while uprooted. |
| 07-08-2002, 12:43 PM | #3 |
No, when Night Elf building are uprooted, the train unit button disappear. |
| 07-08-2002, 12:56 PM | #4 |
Guest | its been removed the ability to train units at units (which was I think in v.1.33?) during the beta...bah they always remove the funniest thing =) |
| 07-08-2002, 01:23 PM | #5 |
Damn this BliXXard, removing useful ability as well as the custom tilesets! |
| 07-08-2002, 03:12 PM | #6 |
Guest | custom tilesets work I think but about unit production at units=only units with work animation would have allowed it (although its easy fixed) |
| 07-08-2002, 03:46 PM | #7 | |
Quote:
Custom tileset: Must mod the mpq, right? What work animation you talking about? or are you refering to construction animation? |
| 07-08-2002, 06:30 PM | #8 |
Yeah hehe, i was experimenting with units crapping out other units........it didn't go to well, instant crash. |
| 07-08-2002, 07:36 PM | #9 |
Guest | yeah like littlecramp said, even in the beta it was there, but crashes... that bastard war3 |
| 07-09-2002, 02:16 AM | #10 |
Guest | Being currently on vacation and unable to check the actual existance of all these abilities means that this idea isn't 100% possible to work, but as I see it, it's the only way to pull it off. First, you give whichever unit you want to be able to train from an ability with a cooldown time of ~ the time you want the unit to train in (I don't think you can change the name, but I'm not sure. Hopefully you can) Then you detect when the ability is activated, at which point you check gold/wood/food to make sure the unit can be built, you also (if possible) cancel the spell effect (if that's not possible then you'll just have to find an ability that wouldn't change gameplay around). If they have the resources start a timer, and at the end of it give them the unit. On an unrelated note... DryMaltExtract: Topato w00t! |
| 07-09-2002, 02:21 AM | #11 | |
Guest | Quote:
not really, I tried that with a wisp with v 1.20? and implented in my D&D map problem was of course that if you used a mdoel without build animation it would crash A wisp had cool build animation, so I used it=trained perfectly =) |
| 07-09-2002, 07:21 AM | #12 |
Here's a possible solution: Use a hero unit, not a building, as your base unit. Then use cookies unitmetadata.slk (I've attached it to this post) to make it impossible for the unit to move -- thus making it essentially a building (I'll tell ya how to do this below). Change the model to a building if you like. Then give the hero the summon water elemental and feral spirit abilities. Now trigger wise, detect when one of these is summoned, remove the summoned unit, check food/lumber/supply, then start a timer that is your build time. When timer expires, create the unit next to the building. Use an mpq viewer you can extract the icon you want for the unit, rename it to the water elemental's icon, and put it in our .w3m file. It'll show up instead. 'tis alot of work though ;) How to get rid of movement: 1. Inside your war3 folder make a folder called: Units 2. Put the file in that folder. 3. Load WE 4. Go into the unit editor 5. Go to the unit/building, and change movement type to NONE in caps (wasn't there before). 6. Save, exit, and take the file out of your Units folder (that is, if you're using Enhanced WE or other slks, otherwise you can just leave it there). |
| 07-10-2002, 12:03 PM | #13 |
Oop, my mistake about custom tileset not enable in retail worldeditor. |
