| 05-21-2007, 03:02 AM | #1 |
I am making a map (we all seem to making one thing or another here) and, although I find myself to be a sufficient problem solver, have run into a bit of an issue. The haunted gold mine unit - as I believe we all know - allows acolytes to harvest gold from it without venturing inside the building or carrying the gold back to a town hall. I would like to simulate this ability with worshippers, using gold as the "Tribute" that they generate by worshipping (gathering), and acolytes as the worshippers. The only issue I have run into, though, is changing the model of the haunted gold mine. Every time I test the unit in-game, the model reverts back to a haunted gold mine. The unit also loses any abilities it had (sacrifice, flamestrike, etc.). I have tried using the haunted gold mine as a base - changing the model, adding abilities and such - and I have tried using the sacrificial pit (the model I want) as a base, adding the 'blighted gold mine' ability. Nothing seems to work. So I would like to know: is there a way to solve my problem, short of coding the gold gathering system myself? Edit: It has occured to me that this likely belongs in the "General Developement" forum. |
| 05-21-2007, 09:51 PM | #2 |
I just changed the model and it worked.... ??? |
| 05-21-2007, 10:45 PM | #3 | |
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I have done further testing, and it appears to me that the mine does not bug out if built ingame by a worker, but it will bug and revert if placed in the editor. My bad. Now I just need to figure out a way to keep the goldmine/altar full, so the worshippers can mine from it... |
| 05-21-2007, 10:53 PM | #4 | |
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I placed it in the editor, not in-game. I was trying to get something going with the acolytes casting/channeling the gather ability, but it didn't work out. |
| 05-21-2007, 11:44 PM | #5 | |
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But... you likely didn't TEST it ingame... it would have reverted then. Elaborate? Why would you continue channeling/casting the ability? |
