| 07-31-2003, 04:50 AM | #1 |
I have a couple of questions that I hope someone out there can answer! Before anyone suggests I "search" I already did, but didn't find my answers, if they are already out there please point me to the thread. Question 1 I have a couple of custom made heros. They each have a good number of abilities. And there are a couple of these (like True Sight) that are givens (all of them have it). And I would like to remove the icon for it from the menu grid to make room for other things. I know there is a way to do this by editing some files, but I was wondering if there was a way to do it in the object manager. I copied the True Sight ability and made a new abillity tried deleting the icon for it, and all it did was put a picture of a bald guy where the icon should be. I also tried setting its grid position to 4-3 but that didn't work (for those that don't know, the grid is numbered on X axis as 0-3 and Y axis as 0-2, so 4-3 would put it off the grid) it kept changing back to 3-2 when I did that. I also tried setting it to a space already taken and it just jumped to the next availiable space. Which can't happen because the hero has abilities he/she wil learn when they level up that need to take those spaces. Question 2 The hero limit (including the one that stops you from having 2 of the same hero) doesn't work on custom heroes. On a map with custom heroes you could have 6 heros if you wanted. I set a trigger that stops people from having more than 1 of my custom hero. This one: I put the following in the Map Initialization Trigger: Action Player group - Pick every player in (all players) -- Then for the Loop action for above action player - limit training of (**** ) to 1 (picked player) where **** is my custom hero. Then for each of my additional cust heroes I can just put another player - limit training of (**** ) to 1 (picked player) in the loop action. But that doesn't stop people from having more than 3 heros total. Any suggestions? Question 3 The tree bridge is a huge tree, that when its life is reduced to zero it falls over splitting open and making a bridge (Has a cool looking animation for it too!). I know I could use a trigger to make the trees life = 0 when I want it to fall. But I would much rather have it be attackable and have it fall when killed, unfortunatly when playing a level that uses the tree bridge the tree is not selectable or attackable. I have already played with the object editor and still have yet to find a way to make it selectable/attackble. No matter what I did it was not selectable, but I did get its life bar to show on mouse over, and I was able to destroy it using Attack Ground. Any other suggestions on how to make it attackable? |
| 07-31-2003, 05:15 AM | #2 |
For question 1, instead of giving the hero true sight, you could try creating a custom unit with true sight that is hidden and follows the hero. I not sure if this is a good idea though. For question 3, maybe you could try make a new unit with the model of the tree. I'm not really sure if this would work though. Edit: Oh yea... if you want the tree to be cut down in a cinematic you can also try to make a unit move to the tree and make him do his attack animation, then set the tree life to 0. |
| 07-31-2003, 05:19 AM | #3 |
For 2, I'm pretty sure that is solved with the field 'Techtree - Dependency Equivalents.' Set that to any normal hero. I think that will fix it.... Just use the standard melee game hero limit action with it. |
| 07-31-2003, 05:57 AM | #4 |
When I said truesight I was giving an example, there are multiple abilities that are common to all of the custom heroes. |
