| 09-22-2002, 02:29 AM | #1 |
Guest | While it seems strange to me to think that the building is building itself, when I want to call the unit that actually started the building, I'm at a loss as to what it is? I want a builder to be consumed when it starts construction. However, there isn't a building variable, but just the constructing structure. How do I reference the builder? Thanks. |
| 09-22-2002, 04:51 AM | #2 |
Guest | Hmm... interesting... Begins Construction, isnt it? |
| 09-22-2002, 05:57 AM | #3 |
Guest | No. From what I've been able to determine. The builder is some kind of catalyst, but is not part of the building process. The trigger Begins Construction, actually refers or is captured by Event Response - Constructing Structure. The building is the builder as far as the game is concerned. I haven't been able to reference it better than choosing a random builder of the matching type within a small radius. That may not be the same one, and in fact may not even be there at all depending on the race. |
| 09-22-2002, 02:46 PM | #4 |
so you want the builder consumed? why dont you make the builder a wisp and the building ancients that way he should get consumed but i havent tried it... |
| 09-22-2002, 05:06 PM | #5 |
Guest | That does work, and I've used it for several buildings. The problem is that I can't get it to work for non-night elf based builders. If I want the sound to sound like another unit or if I want the builder to be able to attack, I can't use the wisp model. |
| 09-22-2002, 06:55 PM | #6 |
Guest | Are you familiar with arrays? Can't u just make a constructor and a building array, and assign builder[number] and building[number] with the "begins construction event"? so: /number is an integer, initially 0. Event A unit owned by player1 begins construction Actions Set builder[number] = (triggering unit) set building[number] = (constructing structure) set number = (number +1)* *After this, number should be number +1 (to make it so that the next time this sequence activates the builder and the building will be assigned to new variables within the arrays) on the finishes construction event you could make a for loop saying that if the constructed structure is equal to building[number] the corrosponding builder[number] should be removed. I'm really fan of using things like this, it also works when you want to remove a special effect on a unit. In this case the unit and the special effect are assigned in two arrays, having the same number. |
| 09-24-2002, 12:34 AM | #7 |
Guest | Unfortunately, that won't work. I tried removing the triggering unit, but the triggering unit to Begins Construction, is the building being constructed. I don't know why Blizzard decided that the builder and being built would be the same. But I can't find any way to refernce the peon. The WE does have a summoning unit and summoned unit, but that's now what I'm doing. It's just that it doesn't have the same for training and building. |
| 09-24-2002, 09:36 AM | #8 |
Guest | have you tried basing your buildings on ancients? You don't have to use wisps as builders, just when you construct an ancient with a peon it will be removed. About the building sound thing, you can either change the sound using WE blink! or let the constructed structure be removed and replaced by a version of your building that looks the same but is based on a different unit, with a different sound. So the player will be constructing 'ancients' but when completed they will be replaced by ordinary buildings. I once used this reversed, cos my building was based on an ancient, so I had to create a peon after construction using a trigger :D |
| 09-25-2002, 05:40 AM | #9 |
Guest | I have based builders on elf units, and they do disappear when they build an Ancient, but they do have to be elf builders, not just any peon. However, the sound that I want from the builder is that of a Treant. Treant's don't have an ability field though (why every unit doesn't have the same field, I don't know). So I had to base it upon a Plague Treant, which does have abilities. WE Blink does have a field to change the sound, but it doesn't work. You can change it to whatever you like, but it still sounds like the base unit. The greater question remains though how to reference the builder. There have been other times when I wanted to reference the building training a unit, but units train themselves also, so you can't. |
