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Few questions in one thread

02-17-2007, 11:28 PM#1
Ama
Last time i have alot of questions, so i will ask them in one thread to not spam forum... so there re my first questions
1. How to take for example grass from ashenvale chipset to northend chipset?
2. I have gate and i want to autodestroy it 30 sec after starting play... how to do that?
3. This is hard... I want to make neutral building, lets name it a. When player1 will destroy building a, in the same place will autobuild building for player1, lets say barracks. BUT if player2 will destroy that barracks, there will autobuild new one for him, lets say barracks2. In addition, when every autobuild will be done, I want to spawn lets say, 3 foots for player that owns autobuilded barracks/barracks2.
For any help - thank u. And sorry, english isnt my first language
02-17-2007, 11:41 PM#2
Av3n
1. Extract the texture and replace it using the one you want to replace filepath. Or go Advanced modify tileset.

2.
Trigger:
Gate Death
Collapse Events
Time - Elapsed game time is 30.00 seconds
Conditions
Collapse Actions
Destructible - Destroy (Your Gate)

It very simple

3.
Trigger:
Death
Collapse Events
Unit - A unit Dies
Collapse Conditions
((Dying unit) is A structure) Equal to True
Collapse Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Dying unit) is owned by Your Player (Player's Colour)) Equal to True
Collapse Then - Actions
Unit - Create 1 Barracks for (Owner of (Killing unit)) at (Your Rect) facing Default building facing (270.0) degrees
Else - Actions

Just repeat the If.Then/else part for each player it is insuffient but it works

-Av3n
02-18-2007, 12:05 AM#3
Pyrogasm
An easier way would be to use a varible.
Trigger:
Collapse Events
Unit - A unit dies
Collapse Conditions
(Triggering Unit) equal to Your_Variable
Collapse Actions
Set TempPoint equal to (Position of (Triggering Unit))
Unit create one Barracks for (Owner of (Killing Unit)) at TempPoint facing Default building facing degrees
Set Your_Variable = Last created unit
Unit - Create 3 Footmen for (Owner of (Killing Unit)) at TempPoint facing default building facing degrees
Custom script: call RemoveLocation( udg_Your_Variable )
Just make sure to set the Default Value of "Your_Variable" as the original neutral building.

Variables Required:
VariableTypeDefault Value
Your_VariableUnitYour neutral building
TempPointPointNone
02-18-2007, 10:02 PM#4
Ama
All previous problems solved, thx. But i have next
1. We have 2 sides, lets say Horde and Alliance (i know its very original ). How to make building with heroes, but only players that will play Horde will be able to buy from it? Or only players from horde will be able to revieve heroes from this building? Just building that will do services for one side of allys, like shop builded in normal game, just with difference it will sell heroe and revieve it. I hope u understand what i mean
2. How to make that player is not able to enter some kind of terrain? Here is example...
http://img401.imageshack.us/img401/5...7235449tu1.jpg
How can i make that units re unable to walk on so high mountains?
3. How to make AI able to take hero from tavern... i changed prio that AI builds (in AI editor) so he first takes hero, but i dont know how to load this AI so computer uses it, for example when i take "easy computer"
These problems re easy, but still the RE problems...
Ofc ty for help, and i will give rep if some1 help me
02-19-2007, 12:41 AM#5
Pyrogasm
Quote:
Originally Posted by Ama
1. We have 2 sides, lets say Horde and Alliance (i know its very original ). How to make building with heroes, but only players that will play Horde will be able to buy from it? Or only players from horde will be able to revieve heroes from this building? Just building that will do services for one side of allys, like shop builded in normal game, just with difference it will sell heroe and revieve it. I hope u understand what i mean
Unless I'm mistaken, there's an option for "sell to allies" or something of that sort in the object editor for neutral buildings, though I'm not sure of the specifics.
Quote:
Originally Posted by Ama
2. How to make that player is not able to enter some kind of terrain? Here is example...
http://img401.imageshack.us/img401/5...7235449tu1.jpg
How can i make that units re unable to walk on so high mountains?
Go to the "Doodads" palette and select the correct type of "Pathing Blocker" (there are different types). Place these wherever you don't want units to go. They act as a type of 'invisible wall'.
02-20-2007, 09:30 PM#6
Ama
Thanks for all help. I have next noobish question
http://img87.imageshack.us/img87/190...7230801or8.jpg
Question is simple. How can i make that units can walk under bridge?
02-21-2007, 03:24 AM#7
Moss
You want a bridge that people can walk over and under? As far as I know that can't be done in the Warcraft engine. If it can be done it isn't simple. I vaguely remember a tutorial that might have enabled something like a bridge but then I think the it would only work one way at a time (you couldn't have units on the bridge and under it at the same time). Or I might be making that all up, memory is a funny thing.
02-21-2007, 03:47 AM#8
Av3n
Abuse elevators thats the way

-Av3n