| 08-26-2007, 02:38 AM | #1 |
I need a way to make it so that when you click on your ally/enemies buildings you CANT see their gold/lumber. And it also needs to be compatible with RoC. Thanks for any help. |
| 08-26-2007, 04:19 PM | #2 |
Don't make them allied? |
| 08-26-2007, 04:20 PM | #3 |
Make them units with 0 movement speed instead of buildings. They lose a few building-only features, but you can't see allied resources on them. |
| 08-26-2007, 05:02 PM | #4 |
Enable both attacks - then just make the attacks unable to target anything. |
| 08-26-2007, 05:07 PM | #5 | |
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| 08-26-2007, 06:04 PM | #6 |
Thanks so much ill try what you guys suggested (except the unally) they need to be allied XD |
| 08-26-2007, 06:16 PM | #7 |
I don't think there is a clean way of doing it if you want them to be fully allied. It just depends on what he does not mind sacraficing. |
| 08-26-2007, 06:53 PM | #8 |
Retsarih, why do u need this? I had the same problem in my map. One person was a special player that has to kill all others, but he got extra money all the time and i didn't want players to see his money. I wanted all the be allied so i was stuck. So i came up with two solutions. 1. Make all buildings units(hard because my map is a melee variation) and give them all the proper abilities as the real buildings changing all their stats to suit their new look. or 2. Give my special player a bank where he can deposit and withdrawl gold and wood at will. It just depends what kind of map your making. Are you making a tower def but don't want players to see each other money? |
| 08-26-2007, 11:04 PM | #9 |
Thanks for responding. My map is called The Phantom. Its a regular melee map and one of the 6 players is randomly selected to recieve 15 gole/lumber a second and being able to see the gold/lumber would give him away. In the game the "Phantom" must discretely get a force and kill all the other players. It's kind of like what you said about your map. |
| 08-27-2007, 10:11 PM | #10 |
Read your private messages if you haven't already, we need to sort this out. For those who don't understand, we have accidentally created the same map... |
