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Unit Classification

02-16-2004, 12:18 AM#1
Shimrra
How do you set custom building to be recognized as a town hall, so it won't reveal you.I tried checking the 'Town Hall' setting and looked through the game play constants. Am I missing something? Any help would be greatly appreciated.
02-16-2004, 02:36 AM#2
Shiik
Im totally confused. It wont reveal you? What? But if u mean people wont return lumber and gold there, well thats a simple one. Just give it the return gold and lumber ability. Or you could just make a unit based on the town hall and edit stuff from there. But still, what do u mean by
Quote:
so it won't reveal you.
?
02-16-2004, 02:44 AM#3
Vilkacis
err ya...just edit a town halls model and stuff like that...thats the easiest solution...
02-16-2004, 02:48 AM#4
Pesmerga
Haven't you ever played wc3c : TFT, in a REAL match? If you don't have a town hall within like 5 minutes or something, you will be revealed to your enemy.
02-16-2004, 02:50 AM#5
Shiik
Didn't know that.... havn't really played it in a real match. But dont you automaticly start out with one anyways?
02-16-2004, 02:52 AM#6
Pesmerga
Yes. It's to prevent people from taking a peasant and hiding it in a set of trees until the enemy leaves.
02-16-2004, 03:54 AM#7
DescX
I've got a sneaking suspicsion that you're going to need to manually trigger it, Shimrra.

As I found out the hard way, making your first hero out of the altar free requires you to run the melee action that places starting units (you _need_ to run this trigger if you want first heroes free, ala melee style). I'd be willing to bet that the Place Starting Units also has a special internal effect on the Town Halls too - meaning you can't just set a flag to make a unit save you from being revealed.

...If I wasn't heading to bed, I'd do up a trigger set for you - but I'm tired, and I don't think the solution will be too difficult anyway :). Scan the map for Town Halls -> if player has them, add fog of war over each building... err, perhaps? :P
02-16-2004, 04:42 AM#8
Shimrra
The problem with replacing an existing town hall is that I'm trying to add an additional race, not replace an existing one. I not all that knowledgeable on triggering to detect town halls and such. (I'm better with special effects, cinematic stuff) So if you could tell me triggers when you get a chance, I'd appreciate it.
02-16-2004, 09:02 AM#9
Earth-Fury
set the 'is a town hall' flag on.

edit: in obj editor
02-16-2004, 01:51 PM#10
Shimrra
Quote:
I tried checking the 'Town Hall' setting
I selected the Stats - Classification: Town Hall setting already and everything worked fine... Except the reveal...
02-16-2004, 02:19 PM#11
Vexorian
Well, the thing is that even blizzard uses triggers for that, they use GetPlayerTypedUnitCount to get the townhalls

Probably if you try basing the custom townhall from a valid townhall it would work.

But if it doesn't then the only way is to make it with triggers.
02-16-2004, 02:29 PM#12
Shimrra
I think your right about only being able to do it with triggers, as I did base mine of the Town Hall building. Could tell me the trigger, or where to find it? (Preferably in GUI)
02-16-2004, 02:36 PM#13
BloodStorm2262
as long as you base a custom building off a town hall, or add the return gold/lumber ability it works
02-16-2004, 05:45 PM#14
Shimrra
By base, did you mean edit the existing one or create a new unit off the existing one? I created a new building from the human town hall and the lumber\gold return works fine, but it still reveals...
02-16-2004, 07:49 PM#15
DescX
Looking through the Gameplay constants and I think I might've got something here :)
bj_MELEE_CRIPPLE_TIMEOUT - 120 seconds... looks aweful like 2 minutes before being revealed to me, eh? :).

Anyhow, I'll be back in a bit here with a more proper answer I should think :).