| 07-07-2003, 11:30 PM | #1 |
Hi. I'm trying to swap a structure for a different one when it starts to upgrade or be built, and have the new structure continue upgrading or building just as the old one was. Replacing the unit results in a completed unit, which doesn't solve the problem. |
| 07-07-2003, 11:36 PM | #2 |
I dont think it's possible to create an unfinished structure which i basically why your thing wont work... maybe if you could do some moddeling and create the look of an unfishied structure to a finished one... uh nevermind |
| 07-07-2003, 11:48 PM | #3 |
Do you suppose there's a more cunning way of solving this, though? I'm hoping for something better than
EDIT: It's entirely possible, with this method, that the builder would fail to build it because the player's peasant or whatnot would be within the range of the new tower and thus interfere with it. I think I'd have to add something like turning the pathing of the new building and the peasant off temporarily... EDIT2: Now that I think about it, I don't know how to order a unit to build a specific structure, either. |
| 07-08-2003, 12:09 AM | #4 |
issue an order to use the command/ability repair? |
| 07-08-2003, 12:17 AM | #5 |
Guest | could you explain what you need this for and why you couldn't just have the structure upgrade into the new one.... Then maybe we can think of some solutions to your problems. |
| 07-08-2003, 01:47 AM | #6 |
Why does the building have to become another one? Just make the building upgrade into the new one instead of trying to build the new one from scratch... just like a watch tower upgrades to a cannon tower, it doesn't build a new one from scratch... |
| 07-08-2003, 02:31 AM | #7 |
Well, um, it does... ...I'm reluctant to spill my guts on why I want this effect until the map's done. I'm not trying to be an arse; I like you guys and I appreciate this forum. But I am quite sure that I want to have it swap for another building immediately upon beginning an upgrade or new structure, and that the new building should also be building or upgrading. Frankly, "why?", as far as I know, doesn't have any bearing on the solution. |
| 07-08-2003, 02:46 AM | #8 |
Sometimes explaining the reason can allow others to come up with an alternate solution to achieve the same effect. It usually helps to get a solution if you explain it a little bit but it doesn't matter if you won't tell us. I came up with an idea though. Replace the unupgraded building to another building which can upgrade to the building you want and then make it start upgrading, and if the player pushes the cancel button have it turn back into the unupgraded building. Would that work? |
| 07-08-2003, 03:06 AM | #9 |
Let's find out. EDIT: I can't find an order for a unit to "Cancel Construction". I was trying to make a version of what you recommended that works for structures being built rather than upgraded. First, I replace the building being built with a different building which has 1 hitpoint and tell the new building to upgrade to another building which has the full hitpoint amount. In this respect I hope to "fake" a structure being built. To complement this, I tried to make a cancel trigger that would replace the building being cancelled with the original building, so that the player would get back the appropriate numbers of resources. However, I can't find the "Cancel" order. |
| 07-08-2003, 03:59 AM | #10 |
Hmm. How can I defeat the property of the Unit - Replace trigger which allows it to replace the unit at other than its exact position? |
| 07-08-2003, 04:17 AM | #11 |
Guest | I don't understand what you mean if you wanna make a unit where the other unit used to be all you gotta do is kill the unit and have an event that is triggerd by the units death then have a trigger that makes a unit located at the position of dying unit. |
| 07-08-2003, 04:42 AM | #12 |
Save the position into a variable of type point, remove first unit and create a new unit at position the variable. ~Talila |
| 07-08-2003, 04:47 AM | #13 | |
Quote:
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| 07-08-2003, 03:37 PM | #14 | |
Quote:
Maybe you could make a trigger to move all units in the region to just outside the region and then put it there, so that there it nothing blocking it. |
| 07-08-2003, 08:04 PM | #15 |
That's a good idea; I like it much better than turning pathing off. However, how would I go about making a region the exact size of the structure's pathing? Since it's among other structures in a base, I don't want to go moving another building because the region was too large... that would be even weirder. |
