| 12-25-2002, 05:28 PM | #1 |
Guest | If I make a custom unit in the world editor, what would be the new units' unit code? Like if I wanted to make a summon spell that summoned a custom unit, what code would I use for the custom unit in the spell editor? Or should I just use an existing unit code, and modify the unit? |
| 12-25-2002, 05:40 PM | #2 |
I think there is a way to find out. Once, I had a trigger to display the name of a unit (custom) using the Name of Unit preset variable thing. It turned out to be something starting with HC if i remember right, which was not the name of the unit. Try that and see if it works for you. Really though, I'd say just use an existing unit. |
| 12-25-2002, 06:35 PM | #3 |
Guest | The name of a custom unit is always "?Cxx" (without quotes), with ? being the race of the base unit (h, o, u or e) and xx being a two digit number, starting with 00. To be absolutely sure, just export the unit settings and open them with a unit editor. |
| 12-25-2002, 06:52 PM | #4 |
Pasted from old post of mine: Custom units start at HCxx, and work their way upwards. So the first human custom unit is HC01, while the second night elf custom unit is EC02. But something weird is involved in generating the names. Even if you delete a custom unit, that number isn't immediately reclaimed in a map. SO if I create a custom unit, delete it, and make another, it will be HC02, even if it is the only custom unit there. I'm not sure what happens if you get up to HC99 and there are opening left earlier. Perhaps they're filled on the second time through. I'm sure there's an easier way to do this, but to determine the code of a custom unit, I make a trigger that creates one of that unit, convert it into custom text, and take the code from there. Crude but effective. |
| 12-25-2002, 06:52 PM | #5 |
[edit] Nvm, my post was just like Ari's at the same time. LOL.. ^^^^^^^^^^^^^^^^^^^^^^^^^^ |
| 12-26-2002, 11:46 AM | #6 | |
Quote:
O = Orc U = Undead E = Night Elf Z = Neutral |
