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Two Levels of Build *Normal and Advanced*

12-06-2003, 02:54 PM#1
Omega_Destroyer
ok, I need to find a way to create an advanced Building beacuse my Normal Build is full. It like in Warcraft 2, where you got your basic buildings in the normal building and then you Keep/Castle buildings in the advanced build. Is this even possible?
12-06-2003, 03:44 PM#2
Captain Griffen
I suppose that you COULD use the spell book to 'summon' them, then use triggers to replace the summon with a unit of the same type, but NOT a summon (no timer).
12-06-2003, 04:42 PM#3
Biflspud
You might try morphing them - have an "Advanced structures" ability based on morph, and transform the builder instantly into an Advanced builder, with a whole other set of buildings. The Advanced builder would have the opposite ability to morph it into a Basic Builder.

It's a bit of a kludge, but it'd work better than summoning, I'd argue.
12-06-2003, 04:49 PM#4
Kerry
As a coder for PR I can only say one thing:

If there only was a good way to do that... :////
12-06-2003, 04:59 PM#5
Thunder-Hunter
would spellbook-small [building] (you could edit it for others?) work?
If it does then edit the buildtime on the small building spells
12-06-2003, 05:21 PM#6
Omega_Destroyer
I'm still having the same bug that i had before. The unit will transform perfectly, but when i go to build something, nothing shows up :S. The unit has the field filled in and such. I've used Meta, Bear Form, and Crow Form, but it stays the same. Anyone know?
12-06-2003, 10:43 PM#7
Kerry
That's just a bug I guess, try using the the chaos ability instead and be sure to use the action Player - Set unit avaible/unavaible for construction when switcthing buildings.

Oh and the spellbook thing won't work good either since all those spell buildings are "summoned", works like undead buildings.
12-06-2003, 11:06 PM#8
35263526
Spell book is better than nothing. Couldn't you sort-of replicate the effects by giving using triggers to hide the unit while it's building?
12-07-2003, 01:29 AM#9
Newhydra
Yes you can make an advanced building thing easily. I'll let you figure out how, but it involves chaos ;) (and if you really want me to I'll post an example map)
12-07-2003, 01:33 AM#10
35263526
Newhydra, we really don't need posts like that.

If you know a way, tell him, or don't, but don't post spam saying that you know but won't tell.

I could probably make a near-perfect system, but it would literally take hours of triggering, and as I don't need it, I'd rather leave it to others who do.
12-07-2003, 01:49 AM#11
Omega_Destroyer
Well after deciding how to do it, i got it to half work. I created the Morph type ability, but the only draw back was that when the unit transformed it showed the buildings, but wouldn't let me build it. I think i'm gonna make 2 different peasants one basic and advanced. The only drawback is that it loses its orginal feel.
12-07-2003, 01:50 AM#12
Newhydra
...I did tell him how to do it. Use the chaos ability.
12-07-2003, 02:02 AM#13
SpectreReturns
Give him a spellbook which has the abilities:
Mini Town Hall
Mini Barracks
Mini Lumber Mill
exc.

Now you just make the spells have the requirements that the buildings should have, make more off these couple, and add them in. (I'm not sure if spellbooks allow spells with the same ID). This would probably work as long as you didnt have like 2849828432984923 buildings you needed.
12-07-2003, 03:54 AM#14
Omega_Destroyer
The only problem is that those "abilities" have no strings, so when you add 3 to the spell book, only the first one will show.
12-07-2003, 06:09 AM#15
Neo_Genesis
There is somthing else you can try with "morph" type ablity. Instead of morphing you could use the uint replace command that is activated by an ablity. Have builder 1 change into unit two via a trigger instead of an ablity, and change back the same way. I've posted a quick code example below

Code:
[b]Event[/b]
  Unit - A unit Finishes Casting an Ablity
[b]Conditions[/b]
  (ablity being cast) equal to war stomp
[b]Actions[/b]
  if (all conditions are true) then do (then actions) else do (else actions)
    if - Conditions
        [color=green]'This var checks to see what state the unit is in, false for bulider 1, true for builder 2[/color] 
        [i]unitIsChanged[/i] equal False
    then - Actions
        unit - replace (triggering unit) with Builder 2 using the old unit's relative life and mana
        set [i]unitIsChanged[/i] = true
    else - Actions
        unit - replace (triggering unit) with Builder 1 using the old unit's relative life and mana
        set [i]unitIsChanged[/i] = false
    [color=green](endif)[/color]
    selction - select (last replaced unit for (owner of (triggering unit))

if you want to make this work for multiple players make the boolean varible unitIsChanged an array and if you want to do it for multiple units I recomend that you use a unis custom value instead. (i.e. replace unitIsChanged with Unit - set the custom value of (last replaced unit) to 0 (for builder 1) and 1 (for builder 2) and make the accoring trigger changes.

And as you pointed out spell book doesnt work unforunitly =(

and since the units that can be built by a unit are determained not by a
ablity but by a unit atribute there isnt really a good way to make an advanced build for a unit. (though you might try somthing with tiny buildings and a unit invontory to add six more slots, and just have the item be replaced every time a builder uses one, which gives me a whole new idea =D but, um yeah that might take a tad longer to explain, so its in my post scrip if you want to read the idea, no code and un tested)

hope that helps

Neo_Genesis

p.s.

A builder unit that has an invontory build system, custom ablitys that replace items in a units invontory based on which ablity is triggered. These items would be based off the tiny structer items and ablitys. customer triggers are needed to check gold and lumber for each placed
building but otherwise it would work, players would just have to pick up on it, and you could only have 6 building avablie at a time but coupled with 4 slots (5 maybe) of ablitys you could potental have 24 avalible units. Thus more then doubleing current building cap of a builder! I'm going to go try that now! right after I finish this map... in like 2 months =/