| 02-03-2004, 04:30 PM | #1 |
Im making a dk2 map with cubes all over the map, so you can dig paths through the map. Now i have blocks who look more like gold, but i want the "imps" (peasants) to dig a few hits, then get a gold bag on the back and when they walk back i want it to give gold instead of lumber. Is there any trigger to give them gold (and a gold bag on back), every time they hit a "destructable of gold type"? Or is there another way? |
| 02-03-2004, 05:38 PM | #2 |
Assign your regions which are "Gold" to an regionarray. Then check it. Set a value in an integerarray which is bound to the regionarray, to symbolise the HP of the wall (If it's alive, that is, meaning not cut down). Decrease the HP to the wall, and add the serial number (Name of the region) to the mining imp's Custom Value. Possibly, you could first add the custom value of the rock, and then add the gold value. If you need more info I'll give it to you, I assure you this will work :). The hard part is for them to select the nearest treasure room. How far in production are you? I'd be glad to help and give you viewpoints, etc. And how did you plan the building/monster/etc menu? Regards Dead-Inside |
| 02-03-2004, 06:26 PM | #3 |
Thanks alot for replying, but... i didnt get anything of that^^ i will have more then 500 of these gold blocks in the map, so regions is totally out of count. What i need is a trigger which could handle 5 THOUSAND of these blocks, insted of 5... if you understand what i mean: not choosing every block in the trigger. Well, if you wanna be in the team or help, here's the official thread for it: http://www.wc3campaigns.com/forums/s...threadid=46169 I started it a few days ago, and its not pure dungeon keeper. Its CaveCraft, im only using most of the gameplay. Any help would be appreciated. (btw, what i need right now is somebody who could make a VERY simple animation (just moving a cube into the ground)) |
| 02-03-2004, 07:36 PM | #4 |
hmm...try making triggers like these E:every second of the game A:set VarInteger to curent players lumber E:every 2 seconds of the game A:set curent players gold to (VarInteger + current gold) a: set curent players lumber to (curent players lumber - VarInteger) hope it helps.... or try something like this E:players lumber becomes greater than 1 A:set varinteger to curent players lumber A: set curent players lumber to 0 A: run exchange exchange: A:add VarInteger to current players gold hope it helps (2) :))) |
| 02-03-2004, 08:06 PM | #5 |
yes, it was helpfull for getting lumber instead of gold, thanks alot for that=) But i still need them to look like carrying these gold bags when they have got "lumber" from the gold blocks. any ideas? |
| 02-03-2004, 08:13 PM | #6 |
You might want to make the blocks into a neutral unit and give it the gold mine ability. This way the 'imps' will harvest gold and not lumber, and it won't require any triggers. |
| 02-03-2004, 09:06 PM | #7 |
swap the gold and lumer values of the interface and just use trees, that way it works perfect. |
| 02-03-2004, 09:41 PM | #8 |
well, see the return lumber or gold abilities, and change the animation names used in there.... so if the return gold uses animation "stand, second" and the lumber "stand, third" just swap them and they should look like they're carrying gold instead of lumber, and vice-versa... |
| 02-03-2004, 10:27 PM | #9 |
Shimrra has a good idea but the problem is that the imp will come inside the building instead of diging it.... the Best way is to use Hunter0000 reverse ressource icone, use Shark idea to make the block tree to get lumber when attacking them, and use Shark idea to change the animation of lumber carrying with the gold animation.... For the gem rock if you want to make some...you can do a trigger that increase the tree life each time it is attacked, and if it doesn't work with destructible tree you can create your own unit tree. |
| 02-03-2004, 10:38 PM | #10 |
mmmm.....feels good to have approved ideas :))) another suggestion: give the imps pillage ability, and when they attack the gemstone, they harvest it, but still gain aditional resources per attack...that way u can speed up harvesting a bit.... |
| 02-04-2004, 02:21 PM | #11 |
Whoa thanks alot, sharks idea was 100% PERFECT (if it works :D) I can also do so when a player gains lumber, he change that lumber into gold, if you get me. So changing icons wont be neccesary, but thanks alot anywayS=) I wont have gem stones in the first map, but maybe if i make more. And that should not be a problem, just making hp extremly high and such. |
| 02-04-2004, 02:27 PM | #12 |
i've posted the "exchange" trigger a bit earlier, and i dunno if it works, but it can be a guideline to your exchange trigger...tnx :) |
