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my shop problem

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Level 4
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hello, me again

i'm making shops, but i just came up with a quest idea that i would like to use and that is causing problems...

i want a shop that is a unit, not a unit model, but an actual unit. a peasant (well, a merchant) that can walk around and sell items whenever a hero is close. I tried giving the unit the sell items ability, but the unit's movement icons (attack, stop, defend etc.) were still all there and didn't leave enough space...

Is there a way that this can be fixed? by removing the unit's order icons from the control panel or maybe even like a "buybook" in its inventory or something?

i can prob make the quest work without any of this, but just asking if anyone knows...
 
Level 33
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I'm gonna my make my own assumption
Say, this unit is a shop right?
So, if it's a shop, why do you need to control the unit?
I mean, IF ONLY the unit is controlled, we can see the normal commands (Attack, Move, Stop, Guard)
Why do you need to control a shop under your command?
It will be unfair to others...?
So, I decided to make a test map, containing a unit-type shop that belongs to Neutral Passive (this will hide the normal commands because you don't own the unit) and I add "Wander (Neutral)" ability to it so that the shop will constantly move, without the use of any trigger
 

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Level 4
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@ defskull: that works perfectly, thanks! (i'd rep, but can't...)

i'm assuming that I can still trigger specific movements and that the 'Wander' ability will continue after that point is reached (i.e. if shop moves to new building)
 
Level 33
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@ defskull: that works perfectly, thanks! (i'd rep, but can't...)

i'm assuming that I can still trigger specific movements and that the 'Wander' ability will continue after that point is reached (i.e. if shop moves to new building)

Don't know about that, never try =D
But, AFAIK, the unit will correspond to the order being made through trigger before following skill command (the Wander ability)
Which means, the Trigger order has the highest priority
See this:

  • Unit - Order ShopUnit to Move To SellingRegion3
If you use that trigger, I'm 50-50 sure that the unit will move to the designated area first BEFORE firing the wander ability
 
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If you use that trigger, I'm 50-50 sure that the unit will move to the designated area first BEFORE firing the wander ability

wicked! thanks again.


you must be wondering why i want this... if you are, read on

in my gondor map, shops (buildings) are on different levels. the actual shop is then the shopkeeper (i.e. the unit). good forces have an optional quest to save the shopkeepers and when they do so, shops relocate to the last level (i.e an evacuation). the whole walking around thing was just for it to be more realistic

thanks again for the help!

 
Level 33
Joined
Mar 27, 2008
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wicked! thanks again.


you must be wondering why i want this... if you are, read on

in my gondor map, shops (buildings) are on different levels. the actual shop is then the shopkeeper (i.e. the unit). good forces have an optional quest to save the shopkeepers and when they do so, shops relocate to the last level (i.e an evacuation). the whole walking around thing was just for it to be more realistic

thanks again for the help!


Well, if you want to make the unit rescueable, just remove the ability "Invulnerable (Neutral)" and add HP to the unit =D
 
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