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Tower Problem

05-01-2004, 08:57 PM#1
WTFish
Hmm.. I am having a small problem when creating doodads based on towers. When I create a custom doodad with the model file of a tower (or any other unit that has multiple models, eg. town hall) it will randomly flick between the different types of towers. Is there a way to limit it to only one, or would I have to use a unit instead?
05-01-2004, 09:05 PM#2
Archean
Same thing happened to me and this is what I did. There has to be an easier way but thats what I did.

You go on the window to the left that shows the animations and pick the one you want. Then you make a trigger.

Event
>Map Initialization

Contition

Action
>Play Unit(your unit) Animation(animation you picked)

Those triggers may be wrong since I just wrote them now from my head. Anyways, try this, it worked fine for me.
05-01-2004, 09:34 PM#3
WTFish
So.. You are only allowed to use the units that have multiple models as units? You cannot create a custom doodad based on it and make it stay as the version you want? That trigger will only work with units, you cannot make a doodad play a certain animation.
05-01-2004, 09:38 PM#4
Archean
you can.
Thats what I did. I made a doodad and gave it the tower path and it flipped through all kinds of towers when I placed it on the map.
Then you select the type of tower you want in the animation window and use thr trigger I showed you above.

Unless thats not what you're asking...
05-01-2004, 10:30 PM#5
WTFish
I do not think you allowed to refer to doodads in the "play unit animation" trigger. "Does it have to be a unit" is what I am asking.
05-01-2004, 10:35 PM#6
Sheep(Wolf2)
Also that only works in game. If you want to take a screenshot of it in the editor then you will probably have to find an alternative way. I also have this problem and I don't know how to solve it. I just sort of improvise. At the moment I can only see the cannon or scout tower show in the editor and I have to wait until it flicks to the one I want before I take a screenshot. Then the castle, townhall etc. is a bit of a problem too.
05-02-2004, 05:47 AM#7
WTFish
The only solution I can think of for this would have to be use a unit owned by neutral passive and make it have no selection scale (and light radius?). Would that make it unable to be attacked?
05-02-2004, 09:18 AM#8
Beam
This is one of the more annoying things with WE. The best thing to do would be to make a custom unit instead of a doodad. Give that unit no pathing and whatever size and it's just like placing a doodad, except it's a unit.
05-02-2004, 09:51 AM#9
Archean
yeah, I guess Beam's way is the simplest.
05-10-2004, 07:21 PM#10
Freak
Make it a Destructiable.

Bang, you can kill it.

Bang, you can select which animation to play.
05-10-2004, 08:07 PM#11
Quetz
If you do it Beam's way and give it the locust ability, then its basically the exact same thing as a doodad.
05-11-2004, 01:18 PM#12
Freak
Quote:
Originally Posted by Quetz
If you do it Beam's way and give it the locust ability, then its basically the exact same thing as a doodad.

Then you can OR only change the size with the same value for both X Y and Z, OR you still have to make a trigger to be able to have different X, Y en Z's.
05-11-2004, 11:35 PM#13
Dragon
The different forms of towers are animations instead of separate models, for some reason
05-12-2004, 11:11 AM#14
Cehntawk
Of course you can play a doodad anim by the Trigger Editor. o_O
The action you need is:
-Animation - Play animation for doodads in region (or rect.)

Greetings
06-11-2004, 05:23 PM#15
Hc33888
You can use the Sun well model and scale the "z" to 500%