| 12-11-2002, 11:28 PM | #1 |
hello ppl.. i have a very tricky question to make: we just use gold, lumber and foodlimit to aquire certain itens for heros or upgrades.... in my recent map, i was thinking of using UNITS to buy upgrades (its one zelda madness type map)... for example, i want to buy the weapons upgrade for my troops, but instead of paying gold and lumber, i´ll trade my 5 footman and 1 rifleman... i busted my brains out trying to find a solution.... now i am trying to use some wc3campaings experience mapmakers to helpme :D thanks... OrGg |
| 12-11-2002, 11:51 PM | #2 |
anyone ?!?!?! plz i need HELP with this... can anyone just tell me if its possible or not !!! thanksss !! |
| 12-12-2002, 02:48 AM | #3 |
I can help you if you give me a more indepth explanation on how you want to achieve this. Do you want the user to select the units and move them to a beacon? Do you want them to select the units and type a chat message? ect... |
| 12-12-2002, 10:34 AM | #4 |
thanks for the reply xttocs see... i was think of doing this using a structure, like barracks for example.... then you choose the upgrade and the units to pay the upgrade are simply removed from the game...( or blow up to add some special effects :D ) the problem is that i couldnt change the upgrade prices and the way they are paid.... i hope this helps ps: GOD my english suckz so bad !! |
| 12-12-2002, 01:53 PM | #5 |
Maybe make the upgrade a unit which costs nothing and go like, ---------------------------------------------------------------------------------- A UNIT BEGINS TRAINING: (unit equal to upgrade (or whatever the name is)) : Pick 4 Footman Owned by player X In reigion (any or anywhere in map are) and remove unit A UNIT CANCEL TRAINING: (unit equal to upgrade) : Give player X (or maybe owner of triggering unit or whatever) 4 Footman at reigon (anywhere, pref. at base) A UNIT FINISHES TRAINING: (unit equal to upgrade) : Set reaserch level (or upgrade, but now Im gueesing at this part) to (Whatever) ----------------------------------------------------------------------------------- Hope that helps but for A UNIT FINISHES TRAINING i dunno about upgrade levels.... Oh well, ask around or try to figure it out your self. Oh yea, for the Make the upgrade a unit, just make a custom unit and BLAH BLAH BLAH... Post here if you dont get it and I will try to help you. You will have to do multiple Trigger (just R-Click on one) and make an copy and just edit like, Change 4 Footmen to 1 Riflemen... Sorry if I post long stuff but oh well.... :ggani: :ggani: :ggani: :ggani: |
| 12-12-2002, 08:41 PM | #6 |
excelent idea thundertrails I ´ll try it out and see if it works... thanks |
| 12-13-2002, 03:43 AM | #7 |
np I hope it works |
| 12-13-2002, 01:42 PM | #8 |
i did why you told me too... didnt work at all, but i found something strange in the event of the triggers that i created... something like this: Event: Unit Owned by Player1(red) begins training a unit wait a sec, how come a unit can TRAIN other unit ???? this trigger should be like this Event: Player1(Red) Begins training a unit but looking in player event section of the WE i found nothing like this.... if anyone know how i can get to fix this event, please let me know cause i think that this is the bug of my "Unit Financial Device" :D |
| 12-13-2002, 01:56 PM | #9 |
Training is considered a Unit event. Note that all buildings, and even gold mines, are considered units. The Unit Trains a Unit event actually adds quite a bit of functionality; not only can you access the Trained Unit, you can also change your trigger based on the Training Unit - so for example, you could potentially make a Footman cost 200 gold if you train it at a Barracks but only 150 gold if you train it at a Tree of Life. |
| 12-13-2002, 06:00 PM | #10 |
thanks for the clearing BoddoZerg.. i solved part of the problems, it was something related to ownership of units on some conditions and actions of the upgrade triggers.... i´ll try to use the training unit events again and see if it works... thanks for the help.... |
| 12-14-2002, 03:28 AM | #11 |
well thundertrail's method could have u making urself many a footman, ur english is actually better than most ppl's on the internet (its just that when they are on the internet they dont care...) if you are looking for something like this, i'd suggest using a caster to get upgrades, when he uses his spells, it sets the new upgrade, when its at full, remove that spell or u could buy the units, or even items that set upgrades...that would probably be easiest. If you have full upgrade u could set it so when a unit/item is bought, it kills it and refunds the person hmmm i don't know how to check the research level, perhaps this will have to be done with variables |
| 12-14-2002, 04:01 AM | #12 |
Well, I was not at the Warcraft 3 World Editor. So most of that was just a guess and I thought thats how it went, so, I just said that... but It might work... I will try later. If I get any results I will tell you. |
| 12-14-2002, 05:09 AM | #13 |
it could work... but there would have to be more conditions selling the unit might be easiest... but i noticed the trigger that disables/enables the construction or availability of a unit.. if that would work for selling, then it would be the way to go edit: i was only looking at the WE to see how to determine whether a upgrade was researched or not |
| 12-14-2002, 03:07 PM | #14 |
i just got back from a brainstorm session with the map and it worked... the upgrade system now works, just for some bugs related to fake upgrades, but works fine... thanks for the ppl who helped me out with the ideas... you all be mentioned in the credits that´s for sure :D |
| 12-18-2002, 02:01 AM | #15 |
Thanks! |
