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HUGE Roadbump, Moving Buildings.

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Level 10
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Apr 22, 2010
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Hello, I hit a HUGE Road bump in a map project im working on. Basicly, im making a new race called the Nomads, and i need to be able to have their buildings unpack or repack themselves, problem is, idk how to do that............Yes i considered using the uproot ability as a base, but i have NO i dea how it works, i then tried the crow form ability that medive has and altered it, the only diffrence is that the building just reconstructs itself once i use the ability.....Any Help???:sad:
 
Level 8
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Insterting race idea. But the buildings would just hover? Or are you using custom building models with walk anims? Also, you already tried using uproots or you don't even tried?
 
Level 8
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Did you based your buildings in the NE ones? I can't see a reason for the buildings not move when you use uproot. ;s
 
Level 8
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aaah, so, you want the building to become a unit? Idk if you can only using the object editor, but i know you can trigger that :)

  • Events
    • Unit - A unit starts the effect of an ability
  • Conditions
    • Ability being cast = unpack
  • Actions
    • If-Then-Else
      • If - Conditions
        • Unit-type of triggering unit equal to Construction Yard
      • Then - Actions
        • Unit - Remove (triggering unit) from the game
        • Unit - Create 1 Soviet MCV for (owner of triggering unit) at (position of unit(triggering unit)) facing 270 degrees
      • Else - Actions
You can add more "If-Then-Else"s for more building unit types.
Also, you can do another trigger for the packing system.
 
Level 14
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Aug 30, 2004
Messages
909
I've done this idea for a campaign of mine. It's how the "other" race works...but I never got around to making their campaign.

Just make normal morph abilities (crow form, etc.) and turn one into the other. You should be able to transform into a building that way. Make sure the building has the transform ability. I didn't give them any "dependence equivalence" or anything like that. I'm not sure what would happen if you did. I also had the buildings train as units that transformed into tents; rather than have a peon build a tent that transforms into a unit. I'm not sure if that would make a difference.

If you hit any snags let me know in a private message and I'll see if I can help. When I got it working it was very cool.
 
Level 10
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Apr 22, 2010
Messages
422
@Soulburn, thnx for that, im pretty new to this and that doesnt look too complicated so thanx, also, do replace that soviet mcv and that scrapyard building with my building?

@darwin, that is EXACTLY what i did first, settint the alternate form as the unit and the normal form the building, but all it does is turn the building into it's building animation.

Also, i thougt that could you make a kinda kaboom ability and have the building spawn the transport unit, then have that building transport unit have a kaboom ability that spawns THAT building.

it means this: Building -Kabom-> Unit
Unit -Kaboom-> Building

Heres a link to the project: http://www.hiveworkshop.com/forums/map-development-202/new-world-173061/
 
Level 5
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May 31, 2009
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aaah, so, you want the building to become a unit? Idk if you can only using the object editor, but i know you can trigger that :)

  • Events
    • Unit - A unit starts the effect of an ability
  • Conditions
    • Ability being cast = unpack
  • Actions
    • If-Then-Else
      • If - Conditions
        • Unit-type of triggering unit equal to Construction Yard
      • Then - Actions
        • Unit - Remove (triggering unit) from the game
        • Unit - Create 1 Soviet MCV for (owner of triggering unit) at (position of unit(triggering unit)) facing 270 degrees
      • Else - Actions
You can add more "If-Then-Else"s for more building unit types.
Also, you can do another trigger for the packing system.

Also, to make sure that a damaged unit doesnt insta-heal because of this, you're going to have to put a hp checking trigger:

the "temp hp" variable should be created as a "real" type

  • Actions
    • Set (Temp hp) = (Percentage life of (triggering unit))
    • Unit - Set life of (last created unit) to (temp hp) %

So it looks like:

  • Events
    • Unit - A unit starts the effect of an ability
  • Conditions
    • Ability being cast = unpack
  • Actions
    • If-Then-Else
      • If - Conditions
        • Unit-type of triggering unit equal to Construction Yard
      • Then - Actions
        • Set (Temp hp) = (Percentage life of (triggering unit))
        • Unit - Remove (triggering unit) from the game
        • Unit - Create 1 Soviet MCV for (owner of triggering unit) at (position of unit(triggering unit)) facing 270 degrees
        • Unit - Set life of (last created unit) to (temp hp) %
      • Else - Actions
 
Level 5
Joined
May 31, 2009
Messages
122
Here, you can base it off of bear form, but you have to make sure both forms have the ability, and the ability is queued for both forms.

The only annoying part is that when there's a rally point, you have to click on the move button to move instead of directly right-clicking. You can remove this using triggers, when im too lazy to make.

The roar ability is a dummy spell so that when the building unpacks, it doesnt re-queue the construction animation. You can remove the ability icon by messing around with button settings, when im too lazy to do.

Also, when you make your map, make sure that collision sizes of the caravans are matching, or else you'll be able to pack a bunch of castles beside eachother, etc.


By the way, your idea for that race with their buildings is really cool too.
 

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Level 14
Joined
Aug 30, 2004
Messages
909
@darwin, that is EXACTLY what i did first, settint the alternate form as the unit and the normal form the building, but all it does is turn the building into it's building animation.
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I was using actual tents for the buildings so apparently I missed that bug.

Also, you can detect the casting of these spells with triggers and put special effects around the units... I put the actual trainer (the unit) underneath the tent. It looked pretty cool.
 
Level 10
Joined
Apr 22, 2010
Messages
422
Actually, i made a very easy method that takes a bit of time, but is easy to use by people who dont know triggers, it goes like this:
1.make a unpack skill and a repack skill based off the kaboom ability, thease are kinda like a dummy ability.
2.basing off the spawn spiderlings ability, make it so that it spawns only 1 of the transport unit(give this spawn skill to the building)
3.give the pack ability to the building, when it uses it, it will self destrcet(change the value in the object editor so that it doesent do any damage to nearby units)
4.When the building self destructs, it will spawn the transport unit!

Now-For The transport do this:
1.Give it the unpack ability(based off Kaboom, make it so it does no dmg to nearby units)
2.make another spawn spiderlings ability that spawns the building this transport is supposed to transport.
3.then, when u use the unpack, the animal will suicide and the building will spawn in its place!

The only downside to this ability is that the building goes through the build animation after being unpacked. You can stil do the stuff it does,also, once you use a function in that building while its going through that building animation, the animation will end.
 
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