| 02-02-2004, 01:54 AM | #1 |
I want to make a fast-paced hero-oriented map and I'm wondering what is the easiest way to do a few things (ie. gameplay constants or single triggers as opposed to editing multiple units) -Make heroes build times 0 or really quick. -Award higher bounty for kills. Actually thats it for now. I'll probably run in to more later. |
| 02-02-2004, 02:43 AM | #2 |
for making heros build time less, go to, in world editor: Module-->Object Editor--> select the race of the hero you want to change, then go to hero, select the hero, then scroll down to Stats - Build time change the number to however fast you wanna build the hero. as for bounties, it depends on what units/creeps you want to improve the bounty on. just go back to object editor and select the units you want to modify the bounty, then go to Stats - Bounty Awarded and change the number to whatever you want the bounty to be |
| 02-02-2004, 07:54 AM | #3 |
I could do that but I asked if there was an easier way besides that. It wouldn't be so hard to change the build times for the 21 heroes, but changing the bounty for every type of creep I place (and I want this to be a diverse map) is too much hassle. I suppose I could just set a trigger that whenever a unit dies award some cash to the killer but I would prefer to boost the bounty by a percentage. |
| 02-05-2004, 12:28 AM | #4 |
Here are some new features for the map that I need help with. How do you create that effect where you destroy a cage and it releases a unit? I don't want to have to make a unique trigger for every cage I put on the map. And a similar question, how would bring a lever back to life after it "dies" and could you make a one trigger fits all situation for levers and gates like I'm asking for the cages? I'm not a big fan of making hordes of triggers that do the same thing to different objects. |
| 02-05-2004, 12:34 AM | #5 |
For the first, you have to trigger each cage. For the lever make a unit variable and set it to the lever. Then, just say when variable dies, do the effect, and make new lever, save that lever as the variable. |
| 02-05-2004, 08:37 PM | #6 |
Wouldn't I still have to make a unique trigger for each lever? Because the "Destructible dies" event can only consider a single destructible or region.emote_confused And there is no region comparison condition either. That would be handy. |
| 02-05-2004, 08:53 PM | #7 |
No, just save the new lever as the old lever's variable, like I said. And the region is easy to figure out, didn't think I'd have to spell it out for you. |
| 02-05-2004, 11:34 PM | #8 |
I don't understand. How would I set a destructible to a unit variable? And maybe you don't understand me, I'm not worried about having a single lever function multiple times (is that what you are talking about?), I want one trigger that can operate on any lever+gate in the map. For the cage thing I ended up making a custom unit that used the cage as a model then I could use the "Unit Dies" event. So I suppose I could just do that for the lever as well, but it seems like a silly way of doing things. |
