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10-15-2008, 05:54 PM
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#1 (permalink)
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User
Join Date: Oct 2008
Posts: 9
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The "Wood Mine"
Okay what i want to do is pretty simple: (or at least i hope it is):
I want 2 types of Mines in the game:
The first one is the good old goldmine:
peons walk in there and come out with gold
the second is the Sawmill:
peons walk in there and come out with lumber
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10-15-2008, 06:03 PM
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#2 (permalink)
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lulwut?! Trigger?!
Join Date: Mar 2008
Posts: 854
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Welcome to the Hive, derseppelvomdienst!
(i have an idea in my head)
Hmm i'm not sure if its possible... replacing a tree model with saw mill and give it 15 000 limit of wood, if you know what i mean. and than a trigger that will hide a unit(while the unit is collecting lumber) and unhide it when it stops collecting.
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10-15-2008, 06:36 PM
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#3 (permalink)
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User
Join Date: Oct 2008
Posts: 9
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well the idea is good but it would not prevent people from sending more then 1 unit at this tree (and this is my problem) i want to limit the wood income
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10-15-2008, 06:43 PM
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#4 (permalink)
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Your ordest Templar
Join Date: Jul 2008
Posts: 334
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hmm thinking about it....
i gained only one solution from myself... create some dummy doodads around that sawmil....
__________________
 Event:   Unit - saws a Trigger/Jass  Conditions:  Actions:
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10-15-2008, 06:45 PM
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#5 (permalink)
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lulwut?! Trigger?!
Join Date: Mar 2008
Posts: 854
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Quote:
Originally Posted by numerion
hmm thinking about it....
i gained only one solution from myself... create some dummy doodads around that sawmil....
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That would do what?
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10-15-2008, 06:47 PM
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#6 (permalink)
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Your ordest Templar
Join Date: Jul 2008
Posts: 334
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it will make that another units cant come so close to that so they cannot mine from it:D
__________________
 Event:   Unit - saws a Trigger/Jass  Conditions:  Actions:
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10-15-2008, 06:53 PM
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#7 (permalink)
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User
Join Date: Oct 2008
Posts: 9
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still does not look like a perfect solution to me ;D
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10-15-2008, 06:56 PM
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#8 (permalink)
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Your ordest Templar
Join Date: Jul 2008
Posts: 334
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look you will change the model of tree to sawmill then you create some dummy doodads (doodads without model) and then you make a lot of them about sawmill....but you leave a little space so ONE unit can get to it...and then a trigger that will hide a unit(while the unit is collecting lumber) and unhide it when it stops collecting (as berzeker sayes)
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 Event:   Unit - saws a Trigger/Jass  Conditions:  Actions:
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10-15-2008, 07:01 PM
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#9 (permalink)
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lulwut?! Trigger?!
Join Date: Mar 2008
Posts: 854
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Insted of "dummy doodads" you can simply use pathing blockers.
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10-15-2008, 08:42 PM
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#10 (permalink)
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Master Warcrafter
Join Date: Oct 2007
Posts: 443
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If you're not using custom values for the worker units, you can make a custom system. Just have each worker have a "harvest" ability that, when used on the Sawmill, makes the worker disappear. You manually set how many workers can be "in" the mine at any point. After the harvest time has happened (I believe Gold Mines use 1 sec?), you make the unit reappear and order it to cast "return resources" on your nearest town hall / lumber mill. This will take a bit of work, and I summarized it as much as I could. Other than this, there's a few solutions that might work as previously mentioned.
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10-15-2008, 09:09 PM
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#11 (permalink)
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User
Join Date: Oct 2008
Posts: 9
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Thx Angry_Bovine this sounds to me like a real solution ;)
anyway i think i will just change my idea since this is too much work ;)
Okay Here is my new idea:
Lumbermill which generates 0 wood in the beginning then
you click an "upgrade" and for 60 gold it generates 10 wood every 5 seconds,
for 60 gold it will be upgraded to generate 20 wood every 5 seconds
... until lvl 5 where it generates 50 wood every 5 second
but i dont want this to be a global upgrade, so that every lumber mill has
to be upgraded to level 5
I'm pretty new to the world editor so I'm open to every idea :)
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10-15-2008, 09:11 PM
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#12 (permalink)
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Master Warcrafter
Join Date: Oct 2007
Posts: 443
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Well, you can make a "dummy" unit (a unit that has no stats and no model) and just remove it once it's finished training, and then just increase its production.
The other way is you can have an actual research, though that would mean it would affect all of your Sawmills. It's really up to you.
__________________
Current Project:
Looking for something to do in your spare time? Try The Darkening Wars, a whole new RTS that features intense combat, (soon to be 3 races), weather, realistic accuracy, and more! Visit The Darkening Wars Map! You won't be disappointed. It is currently in beta phase, about 90% finished.
Like the game? Join The Darkening Wars group, where you can discuss strategies and ideas for the map.
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10-15-2008, 09:22 PM
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#13 (permalink)
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User
Join Date: Oct 2008
Posts: 9
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Quote:
Originally Posted by Angry_Bovine
Well, you can make a "dummy" unit (a unit that has no stats and no model) and just remove it once it's finished training, and then just increase its production.
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okay and now the same sentence in slowmo for beginners ^^
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10-15-2008, 09:41 PM
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#14 (permalink)
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We need cookies!!
Join Date: Jun 2007
Posts: 421
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Quote:
Originally Posted by derseppelvomdienst
Thx Angry_Bovine this sounds to me like a real solution ;)
anyway i think i will just change my idea since this is too much work ;)
Okay Here is my new idea:
Lumbermill which generates 0 wood in the beginning then
you click an "upgrade" and for 60 gold it generates 10 wood every 5 seconds,
for 60 gold it will be upgraded to generate 20 wood every 5 seconds
... until lvl 5 where it generates 50 wood every 5 second
but i dont want this to be a global upgrade, so that every lumber mill has
to be upgraded to level 5
I'm pretty new to the world editor so I'm open to every idea :)
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Just make like 5 Lumber mills, Level 1 , Level 2 etc.
And upgrade them?
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You can also use the gathering system used by AOE3 (dunno if u played it)
basicly when a worker attacks the resource the resource will be added.
They wont return resources though.
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10-15-2008, 10:22 PM
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#15 (permalink)
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User
Join Date: Oct 2008
Posts: 9
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okay got 6 lumber houses now. and they do upgrade up to level 5, now how do i add the "get lumber from it effect?"
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