| 08-17-2007, 12:35 AM | #1 |
I was wondering if there was a way to make it so when I have an upgrade finish, it adds a different upgrade to it's place, similar to the way the normal attack upgrades in melee games work (but not exactly). Basically, I want it to be like this: Building has two current upgrades for a unit: A and B Player researches Upgrade A; Upgrade C becomes available Player researches Upgrade B; Upgrade D becomes available Player researches Upgrade C; Upgrade E becomes available, and so on and so forth. I was hoping that there would be more than just the 4 effect options in the Upgrade Editor, but as far as I can tell there isn't and I have far more than 4 upgrades that I need. I've messed around with triggers and the only thing preventing me from finding a simple solution to this is an action that adds an available upgrade to a building. Basically, I'm wondering if there was a trigger to do this, but if not I can just improvise. Thanks |
| 09-05-2007, 02:59 AM | #2 |
Bump |
| 09-05-2007, 03:39 AM | #3 |
ok well I would say do it this way: make an upgrade that has lets say 10 levels then trigger a "Player - Make Level 1 Available for training/construction by Player 1 (Red)" then have an event unit enters playable map area actions for each integer a from 1-12 do if player number owner of triggering unit = intiger A then set research level of upgrade to 1 unit remove triggering unit Player - Make Level 2 Available for training/construction by Player[intiger A] with some modifying ect you can make it possible to put all of the actions into one trigger or however ya want todo it |
