| 01-31-2004, 11:18 PM | #1 |
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 |
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 |
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 manaWith 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. |
