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Custom buildings

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Well, i have spend a full hour now, searching for a Thread about this, but haven't found anything. I'm not even sure, if this belongs here, sorry if I'm wrong.

For the map, I'm working on, i was trying to customize my tower models a bit, since the standart WC3 models can get boring very fast, even with attachments.
For example I wanted to create a Priest, standing on a small pillar, or a small Castle, surroundet by guard Towers.
I had seen models like this in You-TD and Castle Fight, but never found a guide on how to do this.
Does anyone know how to do modify towers without importing stuff?

Thanks in advance
Triar
 
Just to make it clear, do you want to change the tower models? If so it's under Art - Model File. I assume you want to change the projectile aswell which is under Combat - Attack 1 - Projectile Art.

Edit: What do you mean with surrounded by guard towers? Please be more specific.
 
http://www.eeve.org/doc/youtd/c2.html#3

Looks like YouTD uses a custom system to attach those things to the tower.

It can be done without that though, albeit in a simpler manner:
Make the tower's unit model a small pillar or castle.

1. Get a unit indexer (find one in the spells section), this will give every unit in the map a unique custom value. The custom value will be used to index all the affects associated with the tower.

2. The trigger:
  • New Tower
  • Events
    • Unit - tower is built
  • Conditions
    • Unit type of built unit is your tower
  • Actions
    • Set TempPoint = position of built unit
    • Set TempIndex = custom value of built unit
    • Special effect - create a special effect attached to the overhead of built unit using "Units\Human\Priest"
    • Set TowerSFXa[TempIndex] = last created special effect
    • Set TempPoint2 = TempPoint1 offset by 70,70
    • Special effect - create a special effect at TempPoint2 using "Units\Human\GuardTower"
    • Set TowerSFXb[TempIndex] = last created special effect
    • Custom script: call RemoveLocation(udg_TempPoint2)
    • Set TempPoint2 = TempPoint1 offset by -70,70
    • Special effect - create a special effect at TempPoint2 using "Units\Human\GuardTower"
    • Set TowerSFXc[TempIndex] = last created special effect
    • Custom script: call RemoveLocation(udg_TempPoint2)
    • Custom script: call RemoveLocation(udg_TempPoint)
Then in another trigger, when the unit dies, you destroy all special effects associated with it, using the unit's custom value as the array index.

A better way to do this would be using vJASS or hashtables, since you can have two-dimensional arrays. In this example, each additional sfx is a new variable.
 
#GianticInferno
The normal "change", like model and projectile, is what can get boring. I already created towers with other models, but this gets repetitive, really fast.
I planned to create a castle as base and guard towers on all 4 corners of the model.
Hope this was a better explanation. =)

#rulerofiron99
Thanks, I will try using your version.
And thanks a second time. You showed me, that I haven't understood really much about triggering. Maybe is hould go back to the tutorials again. =/
Or maybe I finnaly should start to get used to vJASS and hashtables, since they are highly appreciated. Though that will take some time. =(
 
Now that I think some more about it, what you really want is a custom blank model that has multiple attachment points.

For example, when a building in warcraft burns, fire is created at various points on the building - each of these is a different attachment point. If you can use those instead, you won't need any triggers, since you'll just give the unit a whole bunch of abilities based on Capture the Flag (this ability allows you to attach a model to a model at a specified attachment point).
 
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