| 09-11-2002, 01:33 AM | #1 |
Here is the scoop: I want to be able to use the corrupted Tree of Life models as a building, and be able to have the player upgrade from the Tree of Life -> Ages -> Eternity. I don't want the player to be able to uproot his tree, eat trees, move, or attack. If this wasn't enough, and I'm pretty sure this can't be done, but it would be great to have it so you can only build it on blight. I kinda tried to do what I wanted, but now instead of my Tree of Life looking like it is supposed to, it looks like it is uprooted, when I goto upgrade it, it looks "rooted" again, but when it finishes upgrading, it goes back to uprooted. Any one have any ideas? I disabled all upgrades except for the "Tree of life upgrade" one, and removed its attack & movement abilities. |
| 09-11-2002, 02:24 AM | #2 |
Guest | Also, are you using triggers or te unit editor to disable the movement. I'm betting on the unit editor. I've noticed that sometimes if you chance the movement type to none, it will give you the uprooted model. One very lame work around is to remove the uproot and eat tree. Then, set the movement base speed to 1. And the Movement type as foot. The problem with this lame approach is you always get the patrol, stop, attack, etc buttons. Let me know if you find a better solution. |
| 09-11-2002, 07:16 AM | #3 |
Guest | you remove all options of movement in custumize unit section...including ability "root/uproot"...did you choose the right model, isn't there a uprotted and a rooted tree? |
| 09-11-2002, 01:43 PM | #4 |
i think its 1 model but 2 animations... try changing the animation |
| 09-11-2002, 04:06 PM | #5 |
Yea I am using the unit editor, and the problem seems to come when I remove the uproot abilitiy. If I set the movement to 0, I get a weird error that crashes WC3 :(. How do I change the animation? (Yes, its one model w/ 2 animations) |
| 09-12-2002, 01:22 AM | #6 |
Guest | There is an animation action. To get the right string, you can view the animations via the editor on the left side when you click the tree. |
| 09-12-2002, 02:10 AM | #7 |
acctually, there is a way to get the blight thing to work, just base it off of a building that already needs to be built on blight. (as far as I know, all of these buildings are undead) the only problem is that peasents can't build them. |
| 09-12-2002, 04:03 AM | #8 |
But the only Undead buildings that have 3 upgrade stages are the Townhall, which don't require blight :(. |
| 09-12-2002, 04:04 AM | #9 |
there is a unit ability called Create Blight or something, just add it to the building's abilities.... |
| 09-12-2002, 04:27 AM | #10 |
Guest | Is there a blight you can add in requirements? |
| 09-12-2002, 12:27 PM | #11 |
i'm not sure (im at work right now and cant check) but it should. most building properties like that can be changed in WE, just take a great look at the unit editor's value fields |
| 09-12-2002, 01:40 PM | #12 |
I can't find a "Blight Requirement" :( |
| 09-12-2002, 02:24 PM | #13 |
im sure there's something like that, i'll take a look at it once i get home. actually, it could be included with the "create blight" ability.. you should test is |
| 09-12-2002, 06:53 PM | #14 |
No, there's no requirement called blight, just like you can't change how a building is built through the WE (summoned, repaired, peon dissapearing inside), there are certain things about units which can't be edited through the WE. I say through the WE because you might be able to edit them through, say, the slk file or something... |
| 09-13-2002, 02:46 AM | #15 |
Guest | Add undead to the unit classification |
