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Final Solution = Ask the Pro's

05-21-2007, 11:05 PM#1
ThaRebel
Hi all,

i've been here on this forum for a short time now. Reading all posts etc and searching for answers. Most of the time I've been able to get my answers from this forum. But now I am deperate and I gave up hope... = Post a thread and pray some people can help me find a sollution to my problem!



What I want to work is this:
---------------------------

- 8 abilities.
- Each ability needs to place a different kind of building(like the "build minitower"(wich is a default item ability)).
- these 8 abilities needs to work in one unit(building).

Problem I encounter is:
----------------------

- all 8 abilities are placing the same building!???
- when i use only one its placing the correct building.
- when i use all 8 abilities in 8 different units/buildings it works correctly.
- when i use all 8 abilities in 1 unit/building it will place only one building(the building wich is placed is the building-ability wich is located as last x= .. & y=.. in the ability screen of the unit wich are executing the ability)


Zoom (requires log in)

Any one knows to work around this problem. Or knows something I am doing wrong/oversee.

PLease help. Kinda desperate. Almosts finished my map :)
Attached Images
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05-22-2007, 12:00 AM#2
Pyrogasm
It's because all the abilities have the same Order Id. The problem is that when a unit is ordered to use one ability, it will use all the abilities it has that have the same Order Id.

The only way I can think of a workaround is creating dummy abilities (which wouldn't say how much gold/wood the ability would cost) to give to your builder unit. Then you'd have to detect what ability was to be cast and create a dummy unit with the correct spell and order it to build.
05-22-2007, 12:54 AM#3
ThaRebel
I was thinking about that too. Well sorta. Only issue is:

When you want to place a building, the target building you are placing isnt the appropiate.

What about those ID's. Can i change those id's somehow? Thnx for the reply though!
05-22-2007, 01:20 AM#4
Pyrogasm
You can change the Order Id of any spell, but it will not affect anything. The only spell that changing the orderid for is "Channel".


The best solution I can think of right now is to make the builder unit a "worker" like a peon/peasant. Then you'd simply make it build the appropriate units and make sure those units have an instantaneous build time (0.5 seconds or something).


I also just realized that using dummy abilities wouldn't show the grid where the building would be placed.
05-22-2007, 01:28 AM#5
Dil999
Wow, that was the best thread starter I've seen in awhile.. most sound like the writer of it is just learning the ABCs..
I believe the easiest way to do it would be just to base them off dummy abilities which are ground targeted, such as shockwave. This doesn't show the dummy unit on a grid like the other spell can, but it would still work. Trigger the creation of the unit, using Create unit at target point of ability being cast.
05-22-2007, 01:31 AM#6
Pyrogasm
Quote:
Originally Posted by Dil999
Wow, that was the best thread starter I've seen in awhile.. most sound like the writer of it is just learning the ABCs..
Agreed. ThaRebel, did you read the "How NOT To Ask For Help" thread?
05-22-2007, 08:09 PM#7
ThaRebel
Thank you. I feel proud in a certain way. Obviously it's not common to post such a description for a problem. People want quick answers... And thast why they ask quick questions.

About my issue: I tried to disable abilities when using an ability:

Trigger:
test starting building
Collapse Events
Unit - A unit Begins casting an ability
Collapse Conditions
(Unit-type of (Casting unit)) Equal to CPU
Collapse Actions
Game - Display to (All players) the text: Cpu is using an abi...
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Ability being cast) Equal to Gatling Turret
Collapse Then - Actions
Player - Disable Cannon Turret for (Owner of (Casting unit))
Player - Disable Howitzer Turret for (Owner of (Casting unit))
Player - Disable Missile Turret for (Owner of (Casting unit))
Collapse Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Ability being cast) Equal to Cannon Turret
Collapse Then - Actions
Player - Disable Gatling Turret for (Owner of (Casting unit))
Player - Disable Howitzer Turret for (Owner of (Casting unit))
Player - Disable Missile Turret for (Owner of (Casting unit))
Else - Actions


Didnt work


Next thing i tried is thinking about dummies indeed.

So if i launch an ability it should make a builder. This builder immediatelly launches a build command? This part isnt working correctly. And i would really appreciate some example code.
05-22-2007, 09:55 PM#8
Anitarf
One possible workaround could be that you owuld only have a single spell on oyur unit to create some generic building, and then allow that building to be upgraded into any of the 8 buildings needed.

That might not fit with what you want to achieve, the buildings may have different pathing maps and other such problems, but if you don't have these problems then this would be the easiest solution, doesn't require any triggers.
05-22-2007, 10:10 PM#9
ThaRebel
That was my first sollution indeed. I always can't cope with the restrictions the editor got for me... I hereby thank you guys for the help. I know what to do to work around. I have chosen this workaround:

8 dummies. triggers wich ability is used. Builds something, and upgrades it automatically into the correct building.

Thnx for all the help!


last question is: I have used some of the models. Where do i put the credits? And is there any group of programmers i can join to dedicate to and release my map with that name?
05-23-2007, 05:19 AM#10
Pyrogasm
Quote:
Originally Posted by ThaRebel
I have used some of the models. Where do i put the credits? And is there any group of programmers i can join to dedicate to and release my map with that name?
Credits go wherever you want; most people usually make quests that include credits. As to your second question, I have no idea; as far as I know something like that doesn't exist. You could always try to join a clan.