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Sacrifice, but without shades or acolytes?

01-31-2004, 11:18 PM#1
Mhask
Hello!

I want to make a building that trains units by the Shade principl, that is that you have to sacrifice a unit(acolyte in this case) to start the unit producion(Shade). But when I check the ability in the editor, I can't se any connection to these units at all :/

How should I do to make it possible to, for example, sacrifice a peon to begin production of a Grunt?

/Mask
01-31-2004, 11:39 PM#2
iceslushee
its in requirements, any unit can be given sacrifice same with building just gotta make the shade into another unit, or do a replace when it is created
01-31-2004, 11:52 PM#3
Grater
Good question, I'd say it's a bug. I noted the following:
* Anything given the sacrifice (acolyte) ability can be sacrificed.
* Anything given the sacrifice (pit) ability can sacrifice.

And when a shade completes is triggers the "Unit finishes training a unit" event.

You could do something like this:
Modify the shade to be called "Training" or something.

Make triggers:
Code:
Replace
    Events
        Unit - A unit Finishes training a unit
    Conditions
        (Unit-type of (Triggering unit)) Equal to Gruntery
    Actions
        Unit - Replace (Trained unit) with a Grunt using The new unit's default life and mana

With a bit of trigger work using custom values I think it would be possible to make the unit that comes out dependant on the type of unit that goes in.