- Joined
- Jul 29, 2008
- Messages
- 9,833
So I wanted to design, as simply as possible (i.e. mostly OE, few if any GUI triggers) a basic "Protoss Archon Merge" ability (Basically: select two units of the same kind, click a button, they merge together and, after an 'evolving' period, a new 2nd kind of unit is created. The original units are permanently lost (unless you cancel out of the 'evolving' period), the new unit has resources costs that are taken into account)
And amazingly, it was actually almost as easy as I'd hoped, due to how robust the in-game "Dis/Mount Hippogryph" ability-combo is (the one that mounts Archers to Hippogryphs). Turns out you can "merge" into a building, and a building can "upgrade" into a unit! Crazy. See the attached test map (NOTE: It's made in v1.26)
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Basically it entirely works but for one issue: bad User Interface/Experience. The resource costs don't appear on the tooltip (like with Destroyer Form) (technically I could put something manually in the tooltip, and probably will, but it won't have the little gold/wood/food symbols)). But much more importantly, if the player has insufficient resources... it just does nothing. No "not enough X" racial voice line, or even any error message at all (which, I suppose, I could simulate with SimError, though someone would have to help me find a copy with Wc3C down...). It just stops at the "mid-step" (the dummy building that upgrades into the final "archon" form; "Voodoo Golem Embryo" in my map), not backing out like my triggers try to do.
Technically, I could live with this. It does basically work, as long as you have enough resources, and doesn't if you don't. BUT, I've learned there's some value in caring about little confusing gameplay experiences like this, and confusing players can be detrimental to overall design.
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I'm aware of this excellent resource, but like I said I'm trying to do this A) simply & B) by myself. I'm also aware of this thread (I should hope so, I posted in it), and if push comes to shove I can probably retrofit the working map/code at the bottom of that thread to work for me (needs to maintain unit HP & have the intermediary 'evolving' phase), but again, trying to solve this particular problem.
Here's the offending code, so you don't have to download the map:
Thanks in advance.
//EDIT// - Alright I was testing it again & apparently I changed something a while back & forgot to document it, because now it doesn't seem to care about Food Costs at all. Being over in food (default from the start of the map, sans "pointbreak" cheat) doesn't stop the "Archon" from being merged whatsoever.
Criminy.
And amazingly, it was actually almost as easy as I'd hoped, due to how robust the in-game "Dis/Mount Hippogryph" ability-combo is (the one that mounts Archers to Hippogryphs). Turns out you can "merge" into a building, and a building can "upgrade" into a unit! Crazy. See the attached test map (NOTE: It's made in v1.26)
===
Basically it entirely works but for one issue: bad User Interface/Experience. The resource costs don't appear on the tooltip (like with Destroyer Form) (technically I could put something manually in the tooltip, and probably will, but it won't have the little gold/wood/food symbols)). But much more importantly, if the player has insufficient resources... it just does nothing. No "not enough X" racial voice line, or even any error message at all (which, I suppose, I could simulate with SimError, though someone would have to help me find a copy with Wc3C down...). It just stops at the "mid-step" (the dummy building that upgrades into the final "archon" form; "Voodoo Golem Embryo" in my map), not backing out like my triggers try to do.
Technically, I could live with this. It does basically work, as long as you have enough resources, and doesn't if you don't. BUT, I've learned there's some value in caring about little confusing gameplay experiences like this, and confusing players can be detrimental to overall design.
===
I'm aware of this excellent resource, but like I said I'm trying to do this A) simply & B) by myself. I'm also aware of this thread (I should hope so, I posted in it), and if push comes to shove I can probably retrofit the working map/code at the bottom of that thread to work for me (needs to maintain unit HP & have the intermediary 'evolving' phase), but again, trying to solve this particular problem.
Here's the offending code, so you don't have to download the map:
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AutoMerge
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Events
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Unit - A unit enters (Playable map area)
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Conditions
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(Unit-type of (Entering unit)) Equal to Voodoo Golem Embryo
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Actions
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Game - Display to (All players) the text: ENTERS
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Or - Any (Conditions) are true
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Conditions
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(Player 1 (Red) Current gold) Less than 100
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(Player 1 (Red) Current lumber) Less than 100
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((Player 1 (Red) Food used) + 6) Less than or equal to (Player 1 (Red) Food cap)
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Then - Actions
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Unit - Order (Entering unit) to Night Elf Hippogryph Rider - Decouple
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Else - Actions
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Unit - Order (Entering unit) to train/upgrade to a Voodoo Golem
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Thanks in advance.
//EDIT// - Alright I was testing it again & apparently I changed something a while back & forgot to document it, because now it doesn't seem to care about Food Costs at all. Being over in food (default from the start of the map, sans "pointbreak" cheat) doesn't stop the "Archon" from being merged whatsoever.
Criminy.
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