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All buildings are natural

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Level 7
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Jul 29, 2009
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276
In my map i want all buildings to be natural. everyone can use them, build them and repair (human styel) them.

so i started by making a trigger that makes every bulding turn nutural passive when its start construcrtion. the problem is that the repair(human) can't target it, no matter how much i messing with the "Targets Allowed".
i also tried using the auto heal spell instead but it feels weird and its just healing the building and not really building it.
is there a way to make this thing work?
 
Ok, it's called "Neutral" first of all.
You need a custom Repair. Base it off a channeling spell (e.g. Channel) and then use a trigger
  • Trigger1
  • Events
    • Unit - A unit starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Repair
  • Actions
    • Unit Group - Add (Target unit of ability being cast) to (BuildingsGroup) // "BuildingsGroup" is of Unit Group variable type.
  • Trigger2
  • Events
    • Time - Every 1.00 seconds of game time
  • Conditions
  • Actions
    • Unit Group - Pick up every unit in (BuildingsGroup) and do (Actions)
      • Loop - Actions
        • Unit - Set life of (Picked unit) to (((Life of (Picked unit)) + 10)
        • If (All Conditions are true) then do (Actions) else do (Actions)
          • If - Conditions
            • (Life of (Picked unit)) Equal to (Max Life of (Picked unit)) //Real Comparison
          • Then - Actions
            • Unit Group - Remove (Picked unit) from BuildingsGroup
          • Else - Actions
 
Level 7
Joined
Jul 29, 2009
Messages
276
There are servel problems with these triggers which i fixed, but for some reason when i give the channel-based spell to my unit it wont show up in the game, it's really weird, do you know a possible reason for it?
 
Level 7
Joined
Jul 29, 2009
Messages
276
well its working in a very werid way. i think its better to make a dummy unit of the same owner of the building to repair (human) it normaly, but i didnt realy made it to work out...
 
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