| 11-23-2003, 04:56 PM | #1 |
I have several questions, if anyone can help I would appreciuate it. Firstly, I think I might have a method for cancelling the first item in the queue, but I need some advice on how to go about doing it. Basically, I should be able to make a trigger that detects the last item in the queue, then stores it into a small array. Then it could cancel that item, and repeat the process until the first item, which would simply be cancelled and not stored, Then, the trigger could restore the entire queue from the array, sans the first item. It seems like this would should be doable, but can anyone give me advice on how to make it work? Next, I have a caravan system set up whereby the trade units go back and forth collecting profit. However, I want to add the feature that makes the caravans auto acquire their destination based on the rally point of the building that trains them. I can set this up if someone would just tell me how I can call up the unit a building's rally point is targetted to. Another issue, is how to make units that one player can control, but appear to be neutral to all other players. The only method I can think of is to use the mechanical creatures ability, and use a bunch of riggers to assign the newly created critter the stats I want. This is extremely bulky and has a lot of problems, such as not being able to let these units have an attack. Is there any easier way to do it? If not, does mechanical citter simply use all units with the race value "critters" to choose which unit it summons? I want to have farms that require workers on them to produce food. What would be a good effect to denote an area as "farmland?" Can I have a trigger change the texture of a piece of land? The ability "Item Move Speed Bonus" is useful for giving units a bonus when they're "happy," but unfortunatly it doesn't allow for negative values (yes, I turned on negative values in the preferences). I want to have a corresponing penalty when the unit is unhappy. Is there a way to decrease a unit's move speed via triggers? Otherwise, I'll have to set every units movement speed very low and have the penalties just be small "bonuses." Any help would be appreciated, and thanks a bunch to everyone who's already helped me out. |
| 11-23-2003, 05:58 PM | #2 |
Ah, I remembered another question: Is it possible to boost the production speed of a building? For example, I want to have certain units that boost the productivity of other units. Is there a way to have a trigger that detects the number of a certain unit type near the building, then if that building is producing something, speeds production along based on how many units are nearby? |
| 11-23-2003, 06:28 PM | #3 |
The mechanical critters is a weird thing to mess with, I've been playing with it. It summons a random critter from your tileset, not including flying critters - and you can edit the existing critters to whatever you want. I tried to do this just making them different types of skeletons, and it does seem pretty random. I don't know what you mean by not being able to give them an attack... But in your other thread didn't you say you wanted them to resemble workers? Why bother giving workers an attack anyway? If you want workers to be able to attack for a reason, you'll need to classify the critters as workers so they don't autoaquire.. Because giving a critter an attack WILL make them autoaquire targets that belong to your player enemies and/or neutral hostiles. (But enemies still will not autoaquire them UNLESS attacked by them). Then you'll have them added to the list of idle workers when they aren't doing anything in particular. (And you'll get an idle workers icon, which is for another topic altogether) Maybe you could make them all the same unit, and come up with an ability to change them into a different form (but not to replace them with a different unit, which will make them non-neutral) perhaps using the chaos ability. I'm not sure how you'd work it out, but if I had a clearer idea of what you were trying to do maybe I could test this. |
| 11-24-2003, 03:14 AM | #4 |
How can I check exactly which critters belong to a tileset? How can I add more critters to that list? Do I simply put "critter" in the race string for a unit? Is there a way to disable auto-acquiring for a unit? Does anyone have anything to suggest with regards to my queue question? That's where I'm really stuck right now. |
| 11-24-2003, 03:26 AM | #5 |
To check which critters, just look at the Unit Layer in the WE, and select neutral units and pick whatever tileset you want. And you can't disable autoaquiring, you can only work around it. Via setting the unit to Worker classification, or setting their aquisition range to super low (which makes them UNABLE to attack entirely, because a unit cannot attack what it cannot aquire, it's screwed up like that, BADLY *grumble*). There are some other ways, but they are ridiculous or stupid and not worth doing - until someone figures out a way to make Ghosted units not see-thru or invisible to enemies. Here, if you want a really good example of what YOU can do with your map. Check this out, I posted it earlier but I see no reason to bump that post or make a new one in this post just to link you to it. |
