HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

New Resources

08-08-2005, 10:14 PM#1
Bandnerd06
Is there a way to create a new kind of resoiurces, without using up the nodes and variables for wood and gold?

My objective is to have four seperate resources, with 4 seperate nodes. The resources being gold and wood ( which are already taken care of by the base game ) and the two i'd like to add are stone and food(with out using the population counter).

ANY ideas are greatly appreciated.
08-09-2005, 11:56 AM#2
Tim.
You cant have it display in the top along with the other resources. Its not possible. You can, however, create a multiboard for each player to display thier resources.
08-09-2005, 02:40 PM#3
Panto
However, developing the system where harvesters can harvest two new resource types would be an amazing pain. You would have to run triggers whenever a harvester attacked a node to figure out what kind of node it is and then store the information about what kind of resource that harvester has.
08-09-2005, 02:56 PM#4
Tim.
Yeah, however that only applies if the intention is to have workers harvesting the 'Stone' and 'Food.' It could easily be done by mimicing the Night Elf gold harvesting system, the more workers loaded into a structure nearby the more income of that resource. Then a model can have 5 animations, one for each worker. That way its as if the workers harvest.

Once again, this would only work if you do not want to use the normal Lumber/Gold harvesting style of the Humans/Orcs.
08-09-2005, 06:58 PM#5
Bandnerd06
an ideal situation is to have the orc/human style of harvesting. i supposed i could creat an invulnerable object, have it be targetable only by peasants, and run a timer through triggers to collect the resource
? Ill give it a try and post again if it works.
08-10-2005, 03:39 AM#6
Bandnerd06
didnt work
08-10-2005, 12:19 PM#7
Tim.
IF you plan on following the Human/Orc style then I agree with Panto. A lot of work and time. Displaying those resources would cake in comparision to the harvesting system.
08-11-2005, 06:49 PM#8
Joey.
Are you planning to buy with those new resources? If so... then you would need to know which item or upgrade is being clicked. then add some to the gold or lumber (whichever was the cost) and reduce it from the other resource.. Hardly worth it IMO.
08-15-2005, 03:42 PM#9
Bandnerd06
well, the purchasing wouldnt be that bad, but i simply cant figure out how to make the new resources work with triggers. it would be similar to the triggers used to purchase in WMW, but instead of creating multiple spawns, i would subtract from the resource variables.
08-15-2005, 03:57 PM#10
Thunder_Eye
Well Ive never played WMW, But you can do an event like

Quote:
Event:
A unit begins training a unit
Condition:
Action:
If then else bla bla bla...
Condition:
Unit type of trained unit equal to Peasant
Then:
If then else bla bla bla..
Condition:
Player1Food equal to or greater then 2
Then:
Do nothing
Else:
Unit - order training unit to cancel production
Else:

Not sure if this works, dont got WE up

this is just an example, you probably dont have to make one for each unit. Experiment and try to round it up