| 05-24-2009, 11:32 PM | #1 |
I have a very basic map idea I was trying to see if I could even get it working, and I got the scaling value to increase properly, but I can't find any actions to let me do the following: * Change collision size. * Change range. * Change movement speed. Basically, what I'm trying to do is slowly scale a unit up from very tiny to huge through killing stuff. I apologize if this has already been answered, but a quick search using "change unit collision size" or the like doesn't turn up anything viable. |
| 05-25-2009, 02:34 AM | #2 |
I dont think theres any way to change the collision size of a unit. Just use multiple similar looking units with different collision sizes, each used for a certain range of scalings. For range: theres an upgrade somewhere (i dont remember the name right now). Note that you cannot decrease Range once the upgrade has been applied. Movement Speed: There is a native to change a units movement speed (SetUnitMoveSpeed). |
| 05-25-2009, 05:21 AM | #3 |
No there isn't a way to do this via triggers; it's only editable within the unit editor. JASS doesn't even offer a method for this. Trust me, I've tried. |
| 05-25-2009, 05:50 AM | #4 |
I found a viable work-around. Not quite what I wanted, but it will work. * Using a custom version of the Night Elf upgrade Improved Bows set for 100 levels, setting the upgrade increment to 1, and using triggers to add upgrades of it, the character can have it's range grow. * A quick copy-and-paste of the ability and switching the upgrade bonus from range to movement speed, I have my speed increase. * To cover the collision size, at certain points your character stops upgrading until you select an evolution path for it based on the primary attributes. When you do, you get a new creature on scale with where you stopped growing, with a proper range, collision size, and movement speed. The upgrades above are reset, and the process repeats itself. Again, not exactly what I was hoping for, but it works well enough I can continue with my map. |
| 05-25-2009, 11:20 AM | #5 |
You can't reset upgrades. So that won't really work either. |
| 05-25-2009, 12:44 PM | #6 | |
Quote:
I guess he only needs to be able to upgrade units and not downgrade range, in which case using techs gets the job done... |
| 05-25-2009, 12:58 PM | #7 |
He needs a different tech for every stage of the unit, though. |
| 05-25-2009, 01:58 PM | #8 |
Have you considered having the tech's prerequisite set to a unique dummy unit and adding/removing that unit appropriately to activate/deactivate the tech's bonus? Might work, never tried it myself though. |
| 05-25-2009, 02:11 PM | #9 |
Those prerequisites are only needed for the research itself. Not for the upgrade. The upgrade will still be active after removing the required unit (just think of normal melee games: losing a certain building won't untrain the upgrades.) |
