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Pylon Effect

01-14-2004, 03:34 AM#1
zwing
Is there a way to emulate the Protoss(from starcraft) way of building? You know like when you click on a building a blue thing shows where you can build and just you can build there.
01-14-2004, 07:39 AM#2
EdwardSwolenToe
well one way would be to modify blight to look like the pylon texture (ne help from me for that one)
and then make a trigger that detects when a unit opens up the build menu, and add creates blight to evey *pylon* unit, this way it also prevents building on the un-pyloned ground.

Also once the unit has exited the menu, retract the blight.

But simpler would be to always have the blight effect on 8))
01-14-2004, 07:43 AM#3
Gurrgel
Here is a trigger that might work otherwise, doesn't display how close to a pylon you can build, but perhaps you can add some special effects to pylons to show that, or something like that. Also has the problem that it allows you to build in a square around each pylon, not in a circle.

Melee Initialization
Events
Unit - A unit Is issued an order targeting a point
Conditions
(Issued order) Equal to (Order(build (Dont remember the exact name)))
Actions
Unit Group - Pick every unit in Pylons and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Region centered at (Position of (Picked unit)) with size (600.00, 600.00)) contains (Target point of issued order)) Equal to True
Then - Actions
Do nothing
Else - Actions
Unit - Order (Ordered unit) to Stop
Game - Display to (All players matching ((Matching player) Equal to (Owner of (Target unit of issued order)))) the text: Can only build clos...
01-14-2004, 10:24 AM#4
ProFeT
for the blue effect u can create a model of a circle, that u attach to the origin of the pylon when u select it.

8))

I made an effect for you, tell me if he is too large or too small.

the texture path is: Textures\

see here
01-14-2004, 10:59 AM#5
Zap
I got a idea. First make it so when the player builds a Pylon it goes to neaturl passive while retaining team color of the building player. Now, Make a trigger set so a player can only build within the Pylon Vision range, you could define the space by walkable doodads and make it so non-allied players to the building player would see it as a enemy.
01-14-2004, 11:37 AM#6
ProFeT
i ll make an example map with my method :)
01-14-2004, 02:56 PM#7
ProFeT
there is the test map :)

select the acc and build pylons :)

then select it :)
01-14-2004, 08:14 PM#8
Hunter0000
the problem with that is, if the pylon is destroyed the building will still work. You need to add a trigger that will disable buildings when thier last pylon powering them is detroyed and give it bck when you make a new pylon.
01-14-2004, 08:23 PM#9
Extrarius
To disable them, just use pause units. What I would do is add all buildings owned by player X to a group, then enum through them and if they are in range of a pylon, remove them from the group. Then you would remove any building types that don't need power from the group, then pause all the units still left in the group. Do that each time a pylon is destroyed and you have essentially the 'real thing'
01-14-2004, 08:52 PM#10
Kamahl
A nice texture for pylons would be the weather effect for Dalaran's shield. I mean, it's energy seeping out of the ground. It would totally work, and look cooler than just the blue field.
01-14-2004, 10:43 PM#11
zwing
Replying to Zap,

Hmm, that makes sense. I should of thought that, but might be kind of hard to make all the triggers, wouldn't?
01-15-2004, 11:42 AM#12
ProFeT
@hunter0000: my methode is just a "visual" method. ye we must add other trigger to pause buildings :)