• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

[General] Another newb with problems :D ...

Status
Not open for further replies.
Level 5
Joined
Apr 19, 2016
Messages
111
Here is what I'm trying to do:
- Make a Fruit Stand (Manufacturing Facility) building to have 7500 gold that can be harvested by "Craftsman" units - altered Peon model, can be build in tier 3 Orc town hall.
- Craftsmen can gather the gold from those Manufacturing Facilities in the same way like Acolytes gather from haunted gold mines.

What I did so far that works:
- Made the custom units: "Craftsman" (a bigger sized Peon, darker colour) and "Manufacturing Facility" (Fruit Stand) buildable
- tech requirements; need tier 3 town hall for Craftsman (the icon dark/unusable on tier1-2), and need Great Hall + Altar of Storms + Voodoo Launge for M. Facility

What I fail terribly at:
- Making this bulding usable by Craftsman; they can't gather ("Must target a haunted gold mine" message in game)
- Making the building animation for the Facility same as for War Mill, for example
- Setting the gold on the Facility to 7500; so far it's always 0 whatever I try

I seem to be trying something that's not possible? With this I mean "merging" a Gold Mine and a Haunted Gold Mine in one building, that is buildable like normal faction buildings.
The closest I got to a sustainable economy was making the Craftsmen able to build the Facility which contained the set amount of gold BUT they couldn't harvest from it the Acolyte way, though normal workers were able to use it like any other Gold Mine...

I was inspired by some campaigns which have such a feature and have been trying to learn how to do it myself, although I have just started using WE. The authors used triggers, and I have absolutely zero knowledge about triggers :/

Also, once upon a time a stumbled upon a tutorial teaching how to create a building that generates resources, while showing the +GOLD number floating above itself when it's producing gold. Even if my life depended on it, I just can't find it anymore.
:sadpanda:
Any help is appreciated!:psmile:

AAAh yes another stupid issue... I don't know how to save the map so it's visible in the game's map selection. I selected Booty Bay for this and I get the message upon saving saying the map has stuff from Frozen Throne, I click Ok and it saves. But it is only visible and can be opened from within World Editor. Is possible to upload my Unit Editor file, so people can see what mess I'm doing? xD
 
Level 30
Joined
Feb 18, 2014
Messages
3,623
- Making this bulding usable by Craftsman; they can't gather ("Must target a haunted gold mine" message in game)

You mean they don't collect randomly? Ot is it probably the Gold mine who cause the issue and does the Craftsman have the ability to collect? What are they exactly?
- Making the building animation for the Facility same as for War Mill, for example

You need to edit the model.
- Setting the gold on the Facility to 7500; so far it's always 0 whatever I try

Set 7500 gold to Gold mine or player X

AAAh yes another stupid issue... I don't know how to save the map so it's visible in the game's map selection. I selected Booty Bay for this and I get the message upon saving saying the map has stuff from Frozen Throne, I click Ok and it saves. But it is only visible and can be opened from within World Editor. Is possible to upload my Unit Editor file, so people can see what mess I'm doing? xD

Use screenshots that will be helpful :)
 
Level 5
Joined
Apr 19, 2016
Messages
111
Well Craftsmen are basicaly Acolytes but with Peon model.
I made a custom ability for them, a copy of acolyte's "Gather (Acolyte)". I also mirrored/copied the abilities of the Haunted Gold Mine to the Facility, only removed blight spread and cosmetic changes.
Is it possible to have a unit build a Haunted Gold Mine anywhere, and still gather from it?

And, because this would be for the Orc race, I wanted to use the building animation/model shown when orcish buildings are being built.
 
Level 5
Joined
Apr 19, 2016
Messages
111
The race of the Craftsmen is vital - they have to be Undead basically, that's the only way a Haunted Mine (even a non-Undead one) would recognize them.
Ah! I thought they just need the ability. Thanks!
Gonna fiddle with all this stuff some more when I have time.
:)
 
Level 14
Joined
Oct 16, 2010
Messages
749
That last bit about the saving and opening in game... I've had that... From what I've worked out is that Windows 10 (guessing your using that) doesn't recognise when you save into map files through WE (literally doesn't show them when you go into the file manually).

I found 2 solutions.
1- Run WE as admin and WC as admin, should then appear as a selection
2- Save map in My Documents and then manually copy it from there into WC Maps folder whenever you want to play it.
 
Level 5
Joined
Apr 19, 2016
Messages
111
That last bit about the saving and opening in game... I've had that... From what I've worked out is that Windows 10 (guessing your using that) doesn't recognise when you save into map files through WE (literally doesn't show them when you go into the file manually).

I found 2 solutions.
1- Run WE as admin and WC as admin, should then appear as a selection
2- Save map in My Documents and then manually copy it from there into WC Maps folder whenever you want to play it.

True, I'm on 10 as of recently. Thanks for advice, gonna try that.

Still I'm unable to set the gold on the facility building.
Asfter I turned the Craftsman unit to undead race, it can harvest now though. I guess it needs some kind of trigger?
It can still gather from 0 gold although no resource is gained.
I have looked into triggers and didn't found any that would be suitable for this. What trigger logic can I use, if it's done like that?

My noob thoughts:
Event - Facility is built
Condition - no idea
Action - set to 7500 gold

I'm also trying to add gold coins to drop on death of Facility :D

Ultimately, I'd like to create and try to balance secondary economy for all 4 races. This type looks easiest to do, thanks to teozamait who shared how he did it on his campaign's thread (and I totally ignored the Undead-tag for the unit, lol), and it's his idea I'm recreating, to start with. Next would be just different kinds of gathering for other races, like trading (a merchant unit runs back and forth between two buildings) and auto income just by owning a building. Might be a neutral one in the middle of the map too. Well these are the ideas for the future...
 
Level 30
Joined
Feb 18, 2014
Messages
3,623
It can still gather from 0 gold although no resource is gained.
See the haunted mine ability.
Event - Facility is built
trigger it like this :
Events - A unit finish construction
Condition - Triggering unit (or Unit being constructed) equal to "Haunted mine"
Actions - Set 7500 gold to "Haunted mine"
I'm also trying to add gold coins to drop on death of Facility :D

Events - Facility die
Condition - Facility is dead equal to true
Actions - Create gold coins at the center of dying unit
 
Level 5
Joined
Apr 19, 2016
Messages
111
Loosing my mind over dem triggerz ._.

At least I'll see if the gold drop on death can be just removed and a bounty added instead, seems easy enough. But the trigger which is supposed to set the gold to 7500 is killing me... I'm never sure if I picked the right one, and there are soooo many almost each with even moooore sub-categories, gosh.

I'll get it done eventually, and post results here!
Btw, I changed the "manufacturing" theme into butchering fat pigs for meat stands :D.

---------------Edit--------------------
YEs! Screenshots from testing:






Just need to correct some text and it's done. I'll continue with other races' eco systems, which I'll try to make different somehow. Again, thanks for all the helpful advice, and just to be clear, I didn't "invent" this system :)
 
Last edited:
Level 11
Joined
Aug 24, 2012
Messages
429
You don't have to credit me for giving you the idea, it's just an idea not a resource, I myself got it from other games.

For other races this is what I plan to do: Night Elves can sell lumber for gold (since Wisps can gather infinite amounts of lumber) and Undead can destroy their own units to get the gold back on them (can be used on Skeletons for free gold basically).
 
Level 5
Joined
Apr 19, 2016
Messages
111
Undead can destroy their own units to get the gold back on them (can be used on Skeletons for free gold basically).
Could be tough to balance it, cause of necromancers spamming skeletons?

Well then it's just one more system to think of; I was thinking either just a building generating resources, or somehow make it like a caravan trade route (but that's almost the same as building a gold mine with a worker and just gathering), only if it's possible to calculate the gold gain to be increased with the increasing distance between the two buildings - maybe too ambitious at least for me.

About crediting, I know people can be sensitive even for the smallest things, just didn't want to be flamed for it. :p

Oh and a funny thing about haunted mines - the pots for acolytes have that "magic" circle model, where they stand while harvesting. It can be replaced with anything, like with those gold filled wagons we sometimes see in mines with kobolds and such. Would certanly add a bit detail to the whole. Or make a model by combining two existing ones, like a Castle encircled with towers... Everyone probably knows all this, I'm just excited explore the editor. :D
 
Level 5
Joined
Apr 19, 2016
Messages
111
[ Turn collision off for "Tower" ] then you can place that tower near a castle.
I know what you mean, but I was talking about changing for example a castle model by giving it the "spots/circles" you see on a normal haunted mine. And if the model of those circles is changed to a tower, the result will be one building consisting of Castle+towers around it. Not sure if there's a way to make those towers shoot like usual ones do, though. But if you need a building model like this, then there is no need for modeling and a peasant can build it right away :D
 
Status
Not open for further replies.
Top