| 07-13-2003, 03:03 AM | #1 |
when you want to set a variable to something of a units, it gives you the option to set it to stuff like, food produced, food used, etc. What I want to know is what is the point-value of a unit and what the custom value of a unit is referring to. I need another number to go off of, and I've already used food produced and food used. Anybody know what these two values refer to or if there is a way to check how much a unit cost to summon in gold, wood, or the units transport size, or anything with a number. TIA. |
| 07-13-2003, 06:47 AM | #2 |
If i think right, u want to just be able to see point value of unit? Well - A) U can change points in editor, B) Just make a trig showing point value of unit X.... B is easy cause ive done add Pointvalue in gold to players gold |
| 07-13-2003, 07:51 AM | #3 |
I will try to make this as simple as possible... Point can be used for you to store a value that will index an array. So for example if you wanted to store the build time (which is inaccessable during the game) you could assign a different point value and then create an array at initializaion that would assign each indexed value to the build time... variable buildtime[1] = 34 ... Custom Value is a new feature of TFT... In my opinion it is one of if not the most powerful new additions to the WE. It also allows you to store a value that will index an array. However every UNIT can now have a diffferent value because that value is assigned once the game has started. So for example if you wanted to keep track of which building a unit was originally built at you could have that stored in a UNIT array with the index being a custom value.. Indexed arrays can now reach 8192 in size vs 1024. That should be good for 95% of the maps out there. Just use a global value and increment + 1 evertime you make a new unit. Good luck.. If you have any other issues or dont understand what I said please respond! |
| 07-21-2003, 10:08 AM | #4 |
Actually point value wasn't intended to be an index. it tells the game how much the unit type is worth in the score screen after the game |
| 07-21-2003, 12:50 PM | #5 |
You are talking about 2 different things. One is point value which is the value of the unit type in score screen (can also of course be abused to contain other values) which cannot be set ingame but it can be read. The other is custom value which allows you to store any integer value ingame and read it again. Every unit can have a different value in there. |
| 07-21-2003, 05:56 PM | #6 |
i liek to have a secret hero/area/item that only i can use, but not overpowered just very cool. |
| 07-22-2003, 06:25 AM | #7 |
Yes while that wasnt intented to be used that way, it was a great way to do what what needed with regards to the point value. Have fun! |
| 07-22-2003, 06:46 AM | #8 |
A units custom value is not specific to the unit type or anything. The game will not assign a custom value to any unit unless you use the action "Unit - Set Custom Value", and the game only refers to these through triggers with the integer function "Custom value of (Unit)". So basically these numbers are whatever you want them to be, and are used however you want them to be used. I made good use of this in my worms map, where the death spikes kept track of which player they were chasing by storing that players number as a custom value. |
| 07-22-2003, 06:16 PM | #9 |
okay so assinging custom values to units I con concieveably, through variable arrays, keep track of a whole bunch of different units, like say target units of spell orders all under the same index, and be able to trigger effects on them too? If I'm right how would I go about setting something like that up? One problem I have with custom spells that're completely trigger driven, and target based, is that once you cast it on one unit, that's it until the cooldown wears off because if you're able to cast on another unit THAT unit becomes the target point and if you have a period trigger or something like that, it'll start to run on that unit, and leave the old unit behind... |
| 07-23-2003, 10:08 PM | #10 |
bump |
