| 08-07-2004, 02:59 PM | #1 |
is there a way to set the amount of gold a worker unit is carrying? the amount or simply "has gold / doesnt have gold"... any ideas? |
| 08-07-2004, 06:31 PM | #2 |
Well, I know all gold mines have the ability "Gold Mine" so maybe editing a value in there will give you what you want |
| 08-07-2004, 06:48 PM | #3 |
the gold mine ability wont help here |
| 08-07-2004, 07:09 PM | #4 |
just change the amount of gold or lumber's cap like uber said. I tried it and it worked. |
| 08-07-2004, 08:09 PM | #5 |
the gold mine ability will make the worker unit to act like a mine other workers kann empty it and when they do, the unit with the gold mine ability dies... i want the worker to carry gold as if he just left a mine and is returning resources |
| 08-07-2004, 08:13 PM | #6 |
i dont want to change the max amount of gold a worker can carry or something i just want to give a worker gold via a trigger so that he can return this gold to the townhall normally... |
| 08-07-2004, 08:25 PM | #7 |
to be more specific: i have pack horses which go into gold mines (just like normal workers) but carry a chest of gold in their inventory when they leave the mine (so far no problem) if the pack horse dies while carrying that chest of gold, it gets dropped as an item which can only be picked up by another pack horse... now the hard part: when the second pack horse picks up the chest of gold-item i want it to have gold as if it just left a gold mine and so enabling the pack horse to "return resources"... |
| 08-07-2004, 08:45 PM | #8 |
Try using the 'Edit Post' button. It's quite an innovation. |
| 08-07-2004, 09:04 PM | #9 | |
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I can't tell you how to make that, (becouse it is REALY mixed up) but you can make it so that the townhall is a shop (has the sell itam ability) and the rest is simple. But if you make it this way there would be a bug, so that the horse caries the gold and has and itam and you can sell the itam and bring back the gold :\ OR you can make it the hard way. Take a lil corner of the map and make a region there witch does this: The gold Events Unit - A unit enters Region 049 <gen> Conditions (Unit-type of (Triggering unit)) Equal to Peasant Actions Unit - Order (Triggering unit) to Harvest Gold Mine 0252 <gen> and in that corner put maany nutral peasents (horses, this trigger is for that so they would always have gold, they will always harvest it and have nowhere to bring) and then when a hores aquires and itam (the gold chest) then replace that horse with the nutral one with gold and change owner of the horese. |
| 08-07-2004, 10:17 PM | #10 | |
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totally uncool. |
| 08-07-2004, 10:22 PM | #11 | |
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not looking for alternatives here... wont work for me... thx anyway. could someone please post a perfectly good solution? .... please! :[ |
| 08-08-2004, 06:27 AM | #12 |
Use the edit post button. What are you trying to do, make gold appear above the worker when he goes in the mine? |
| 08-08-2004, 07:26 AM | #13 |
You could give a faked "return resources" ability to the unit that picks up an item. When used, the ability would activate triggers that would order the unit to move to the nearest town hall. Additional triggers would run, when a unit with this fake ability came within range of the town hall, it would simulate the gold gain by creating two invisible units, one for the player, and one for a neutral-hostile player that gives 10 (or whatever) bounty, and ordering the player unit to kill the neutral unit; that way, the player would get gold, and a "+10" text would float at the position of the worker (from the killed creep), so it would seem exactly the same as if the horse returned actuall resources. |
| 08-08-2004, 11:24 PM | #14 |
but thats messy, with the dummies, why not just give the gold with triggers and use floating text to simulate the gold? |
| 08-09-2004, 03:17 AM | #15 |
Harvest Gold and Lumber ability, or something like that, look under the peasant's abilities and it will be there. In that ability, you can change the ammount of gold brought in. I know, I've done it many-a-time. |
