| 07-07-2004, 01:08 PM | #1 |
Now, it's quite easy to make a unit that "builds" units. It's also easy to set the "Is building" property to true, and make it train units. It's a whole 'nother thing to combine them, making somewhat of a spellbook build ability, where you can build units otherwise normally (with or without the que, I really don't care). One option is to make a summon ability for EVERY unit, and seeing as how this may or may not play out (I'm still toying with the idea a bit), but I'd prefer at the most, a master ability/trigger that could do it for each unit. The other problem with summoning, is, unless I can combine it with another spell, I can't very well charge money for it (without some triggers that seem unneccesarry). When it's all over, it's a decent amount of work if you think about it, and not fun to edit afterward. So if anyone can come up with anything nice and simple for all the kids at home, that'd be great. Otherwise I'll go with the big system thingie. -Syco |
| 07-07-2004, 03:54 PM | #2 |
You can make units train units, either by setting Is a building to True and adding the units, and then setting Is a building to False, or by enabling the Sells Units field for units using a .slk in your Warcraft III\ directory. The problem is that the unit will then have a Rally Point, which is the automatic "smart" action. You can solve this by manually removing Aral from the unit once the game has started. Ask about any points of that which you need help with. |
| 07-07-2004, 05:50 PM | #3 |
I needed some building properties for my units too for my map, so I modified my slk a while back. I attached it to this message so just download it, and make a "Units" folder in your "Warcraft 3" folder, and put the file from my attachment in there. My slk allows your units to train other units, upgrade to other units or buildings, and sell units. As for Really point, just use a trigger like this: Event: Map Initialization Action: Remove Ability "Rally" from [your unit] |
| 07-08-2004, 12:46 AM | #4 |
I meant like, in a spellbook-type thing. Not in the main window of the unit, as there are quite a few units, and they wouldn't all fit. -Syco |
| 07-08-2004, 04:53 AM | #5 |
Then why not give a unit a spellbook, and base your unit training ability on "summon water elemental" because it doesn't require you to click on location, you just click the water elemental button and it appears. Then put those water elementals in the spellbook. You can change the spell casting time to simulate the training time, I'm not sure how to get rid of the timed life thing but setting the spell duration to 0 might do the trick, because in places where you're not supposed to use 0 and you use it, it makes the game make the event last infinitely, like if you set the building upgrade time to 0, it will never be built, same trick might work here to disable the timed life. |
| 07-08-2004, 08:11 AM | #6 | |
Quote:
-Syco |
| 07-08-2004, 12:51 PM | #7 |
well... its possible.. im not sure about the actual "training" but there is a way i thought of.... you could always make the unit have an unfoldable spell (like the book of celectial magics in enfo's.. you know) and then within that have it triggered that all the units that when created within #### of the unit, charge $$$$ gold to player (color). it might work but i dont think it is what you might want.. you could always put the gold cost in yellow color font in the description...? anyway.. play aroun with it.. mabye make it a moving building! |
| 07-08-2004, 06:35 PM | #8 |
The summon suggestion IS the only sane way of doing it. You can't have 1 summon cover everything, you'll need a summon for each unit. As for your gold problem, it can be easily solved by elementary triggering, the ability can be set to use mana, right? So have units maximum mana be set to the price of most expensive unit it trains, set mana regeneration to 0. And have a trigger check if players current gold becomes less than the maximum mana of unit, reduce mana to player's current gold. Have another trigger reduce the gold if mana is lowered through summon by the same amount as the mana, and afterwards set mana to be same as the remaining gold again. If you want to add wood into the equation it might be a bit more complicated, but you can use Custom Value and another trigger auto-canceling the summon if custom value is less than needed wood amount. |
