| 12-30-2003, 09:24 AM | #1 |
I am having trouble setting the restrictions on building. I know how to set it through the initialization triggers, but I am having trouble from there. When a unit builds a barn, which is restricted to 1, and then upgrades it he is able to build a barn again. This can injure the playability on my map or it would not be a problem. Now I tried putting an upgrade on it, and letting the upgrade initially be researched, which works fine but when I try to set the upgrade through triggers to be unresearched it does not work. I was hoping the lovely and intelligent community here can pick up on my mistake and help me correct it. Here is the trigger: Code:
test
Events
Unit - A unit owned by Player 1 (Red) Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Necropolis
Actions
Player - Set the current research level of Test to 0 for Player 1 (Red) |
| 12-30-2003, 09:41 AM | #2 |
i dont think it possible to make an upgrades research level go down, but instead dont base it on upgrades, base it on units. code:--------------------------------------------------------------------------------test Events Unit - A unit owned by Player 1 (Red) Begins construction Conditions (Unit-type of (Constructed structure)) Equal to Necropolis Actions Variable - Destroy Unit Required To Build Necropolis. -------------------------------------------------------------------------------- Basicly make a unit that has no collision, no sight, no selection, no model and the locust ability, then hide it in the corner of the map or somewhere out of the way, at the start of the game set each of these units to a corresponding variable, when the building is built, destroy the unit via the variable, when the building is destroyed, make another one and assign it to the variable. I know this is a little bulky, but it is 100% bug free. |
| 12-30-2003, 09:46 AM | #3 |
That is possible but that doesn't really help the problem as much as I would hope. There are two places in my map where this type of trigger would be necessary, and i can't seem to get it to work for either one. The second place is there is a unit which is actually a building that trains it's upgrades. When the unit finishes research the unit is replaced. However I need to do this more than once. So I am tryin to also set the research level down there as well. Simmalarly it is not working. Here is the trigger: Code:
Scholar
Events
Unit - A unit Finishes research
Conditions
(Researched tech-type) Equal to Scholar
Actions
Unit - Replace (Researching unit) with a Scholar using The new unit's default life and mana
Player - Set the max research level of Scholar to 0 for (Owner of (Last replaced unit)) |
| 12-30-2003, 12:27 PM | #4 |
i honestly haven't ever looked at this side of mapping, but have u ever tryed making the 0 be a 1 in max research lvl? we call a town hall teir 1... is it really a Tier 0, no im not a noob i no most things start at 0 and go up, but its just a guess. |
| 01-01-2004, 06:03 AM | #5 | |
Quote:
what your trying to get here is a unit that upgrades into another unit right? Use the Destroyer Morph ability, it can be set to act exactly like an upgrade. |
