| 08-26-2003, 12:28 AM | #1 |
The way I thought of doing this is Take some units and use each unit to respresent an upgrade then I get a building in an area surrounded by hero type units for each player who are able to activate upgrades for the computer player Then I take the units which represent upgrades and make them avilable to be hired from that building, so then the players can click on the building ( which has select hero skill ) and are able to hire the units. but instead of them seeing the unit their hiring, they will see the upgrade icon plus a description of what it does ( I edit the units icons and description so it simulates an upgrade icon ) then lets say player 2 blue clicks the +2 to armor upgrade, the unit will be bought that represents the +2 armor upgrade, but as soon as the unit appears it is removed due to my trigger before the unit is removed a trigger action before the removal action will then activate the +2 armor upgrade for the computer player, then the unit is removed Is this too much, am I missing an easier way? any help/comments is appreciated P.S - at first I was curious if it is possible to make only one building of the computer player as being shared control to the other human players..is this possible? |
| 08-26-2003, 07:01 PM | #2 |
just wanna try one more time if anyone has comments or suggestions |
| 08-26-2003, 07:08 PM | #3 |
well the only suggestion i woulda had was to make a dummy upgrade and used the event unit - finishes research or finishes upgrade but the more i read what you're doing the less i think it would work in your situation |
| 08-27-2003, 12:23 AM | #4 |
what im doing is basically a way for players to upgrade their computer controlled ally base in my AOS by armor or damage etc. to heighten strategy |
