| 08-30-2002, 06:01 AM | #1 |
Nothing breakthrough or hard really, just thought it might be useful to some people. Select a footmen, right click on a riderless horse, and convert it to a knight if footmen is within distance. Code:
Events: Unit - A unit owned by Player 1(red) is issued an order targeting an object. Unit - A unit owned by Player 2(blue) is issued an order targeting an object. Conditions: (Triggering unit) is in (Units within 256 of (Position of (Target unit of issued order))) Equal to True (Unit type of (Target unit of issued order)) equal to Riderless horse (Unit type of (triggering unit)) equal to footman Actions: If (Number of units in (units currently selected by (Owner of (triggering unit))) greater than 1 then do (skip remaining actions) else do (do nothing) Unit - Replace (Target unit of issued order) with a knight using ... Unit - Remove (triggering unit) from the game Just change the appropriate parts to combine other units. Or even have 3 units combine into different ones and etc. |
| 08-30-2002, 08:10 AM | #2 |
Guest | need to kill the unit before removing it right? |
| 08-30-2002, 10:50 PM | #3 |
Guest | wha? You don't have to kill a unit...killing a unit just makes it die, so that it playes death animation, leaves a corpse, etc... (it doesn't fully remove it from the game...), while removing a unit from the game, whether it's dead or not, makes it be gone and um, never come back. |
| 09-28-2002, 02:09 AM | #4 |
i implemented this in a map and it also has some for orcs nightelfs and undead i dont remember it all anymore but iknow that orcs had riderless kodo+grunt and riderless wyvern+troll |
| 09-30-2002, 03:46 AM | #5 |
Guest | Hey here's an idea, Archer + Hippogryph = Hippogryph Rider |
| 09-30-2002, 04:15 PM | #6 |
Good suggestion Mr 123! Another cool idea: Arthus + horse(or any other better beast?) = Death knight Arthus. But someone have to make a new skin for Arthus first so that he look paler. How about the opposite? i.e. Make the rider to get down from the horse? I always wonder why the Hippogryph Rider can't get off from the Hippogryph.:nono: |
| 10-01-2002, 12:48 AM | #7 |
The opposite would require a new button. I haven't tried it but it should work. Create a custom unit. Make it cost nothing to buy. Have that custom unit be sold at the combined unit. Change the icon and descriptions of the custom unit. (Import new icon into the map to make it look nice) Have a trigger with the event 'Unit enters playable map' with conditions to check to make sure it's that custom unit. When the trigger fires, replace the unit with 2 separate units. This will work only work if the combined unit is unique (arthas and the deathknight) because you can't really tell where the unit was bought from. Or you could always use the hold position button for dismounts. |
| 10-01-2002, 01:44 AM | #8 |
You could just use unit begins (or finishes) training. Then you have access to the training unit and then trained unit. If you dont want a rally point on the combined unit, you could make the combined unit sell the custom unit and make a trigger detect when the (event) combined unit is given an order without any kind of target and (condition) string of order is equal to string of unit type {unit sold that should cause dismount} (wonder why blizzard didnt just make an "On Unit Bought" event) then do the dismount Make another trigger test for the creation of {unit of type sold that should cause dismount} and destroy it. (Not sure what event should be used for this, maybe unit enter region entire map?) |
| 10-01-2002, 11:44 AM | #9 |
Hmm....this is too much trouble. Maybe we can use the footman defend ability instead. Trigger when the defend command is issued, then replace the knight with a horse and add a footman next to the horse. Of course, I still have to change the ability description. |
| 10-26-2002, 03:47 AM | #10 |
does this work with combinding a unit wtih a building? i tryed to combind a building and a unit but i must be doing something wrong |
| 11-07-2002, 03:53 AM | #11 |
hmm, i tried using buildings and it works for me.:bgrun: |
| 11-09-2002, 05:01 AM | #12 |
Ive made a dismount mount solution with heros. Made the footman a hero and the knight a hero. Footman in range of his horse and using a mount item or equal to mount the horse and the same to dismount, store the footman in cache, transferring the items to the knight and stuff. When the knight use the dismount item the footman is reloaded and the horse replace knight. You can also use chat messages its fun seeing all people typing "Up we go yehaa" and "Time to walk oh". If you do it like this it will be fun. Another way is using a dialog menu. For mounting and dismounting. I've made a armed transport of the steamtank and if you load a rifleman into it it will inqrease in damage and such. If you r interested I can write a trigger to handle the footman knight stuff so you guys can see what i mean. The current code is not optimized and kind of dumb. |
| 11-09-2002, 05:24 AM | #13 |
It is not necessary to store the hero in cache. Actually it is wrong to do so. When the footman mount, just copy all the experience, attribute, items, etc. to a newly created knight and remove the footman from game. Repeat when the knight dismount. You don't want to use cache because both knight and footman should be able to gain experience, etc. |
| 03-18-2004, 02:02 PM | #14 |
very nice i like it alot! |
| 04-06-2004, 05:55 AM | #15 |
looks like someone is on a renewing 2 year old thread frenzy here... |
