| 07-11-2002, 04:05 AM | #1 |
I am making new races in a map, and made custom buildings using the Great Hall/Stronghold/Fortress, but when they upgrade, they turn into the regular unit, not my custom one. I know that you can use custom ones because the Corrupted Tree of Life can do that, and uses the same upgrade ability as the regular Tree of Life. I already have a working workaround with triggers, but would like to know if anyone knows how to make a unit upgrade properly. |
| 07-11-2002, 04:29 AM | #2 |
I need this question answer also. |
| 07-11-2002, 05:05 AM | #3 |
They change into the normal one because that ability just says: change into this unit, that unit being the next in line for upgrade. It's a pre-programmed ability, as of yet we cannot change abilities. So to do your customs properly just change the things you want on the original unit instead of making the custom unit. |
| 07-11-2002, 09:34 AM | #4 | ||
Quote:
Event: Unit - A unit owned by Player 1 Finishes an upgrade Unit - A unit owned by Player 2 Finishes an upgrade ... for every player that needs to have it. Conditions Unit type of (Triggering unit) equal to Stronghold (Check whether or not the player should get the custom stronghold here) Actions Unit - Replace Triggering unit with a Custom Stronghold using the old unit's relative life and mana And do the the same for Fortress, and substiture the right names... yadayada. You can even add more upgrades by converting a Fortress to, say a custom Tree of Life and upgrading that and so on... And as for Quote:
A better way to do this is to detect the "order to stronghold", which is what actually happens, and change it to "order to custom stronghold", but you would have to determine the custom name (such as custom_oC11) that your unit has, I believe. I haven't tried this, and I can think of some problems, but it shouldn't be too hard. In the end, however, I have decided to use the normal Stronghold series, just using animation triggers to change how they look, and triggers turn all their peons into regular ones. The reason for this is that I was using the same base unit anyway, and this makes it much easier on the CPU to meet upgrade requirements (I was previously making temporary units to qualify players for upgrades). One final BS: If anyone else is working on adding new races without modifying files, and think that their ideas are more than just making creeps trainable (ie new spells, new unit dynamics, radically different tech trees), post here or PM me or something and maybe we could combine our projects. |
| 08-30-2002, 04:49 PM | #5 |
Guest | Thanks, OS. I find that your trigger solution works well enough for me! |
| 08-30-2002, 05:04 PM | #6 |
Guest | I've had problems with this as well. I'd make a custom from the Castle, and then in the editor and the game it'd appear as a Town Hall. Bleh. Unfortunately I haven't done tests with this, but I am currently using a custom Castle that looks like a Town Hall in the editor, but builds into a Castle in the game. I don't know what I did to get this to work, but when I find out I'll try and remember to post. Care. |
