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NEED HELP, custom map = my fail

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Dec 24, 2009
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OK well first things first, I am extremely new at doing anything but customizing a few units and tech trees, and i wanna make a decent naval map, but i think three boats per team is a bit... well bad.

I need help finding decent units, sea buildings and maybe like a hero style boat for each team? I'm also having a bit of trouble with abilities and triggers, a few that i attempted (and failed at) were making a tax affect, so the more peasants you have, then the more gold would be made every 20sec, human only of course. :wink:

Give the undead the ability to corrupt ancients and moonwells, i had the most success with this one until it kept glitching and taking over an ancient somehow spawned the rest of the corruptible types :sad:

also, i saw it in a map i used to have, lost it now but, but a wisp was able to summon trees/ goldmines etc, how can i set that in a way that makes the wisp detonate into trees? :confused:

whoa... that's gonna look ugly to post... :gg:

continuing with my whinging i had issues with an idea i had, i wanted to make it possible for a boat to go back and forth between a sea 'goldmine' without disappearing, i tried to trick it into thinking it was harvesting lumber, but that boat wouldn't sail. :sad:
and of course, i need to think of an ability for the orcs (humans generate gold, night elves have infinite lumber by default, undead can take over ancients/ moonwells) any ideas for that?

BUT i have got good terraining skills so that's my only saving grace.

any ideas, models, triggers, abilities... um... things you can offer would be greatly appreciated thanks!!!

:hohum::mwahaha::cute:
 
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  • Untitled Trigger 072
    • Events
      • Time - Every 3.00 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Set Temp_Group_1 = (Units in (Playable map area) matching (((Owner of (Matching unit)) Equal to (Player((Integer A)))) and ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Peasant))))
          • Player - Set (Player((Integer A))) Current gold to (((Player((Integer A))) Current gold) + (10 x (Number of units in Temp_Group_1)))
          • Custom script: call DestroyGroup(udg_Temp_Group_1)
This gives all players 10 gold for every peasant the player has every 3 seconds.
 
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Dec 24, 2009
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yup, feel free to mock :3 well found another bug, may as well put a story into this with all the effort lol, my harvesting units for my offshore goldmines keep trying to get back on land to the town hall, and not the docks (which i gave the receive gold ability) so i don't see why it has to be manually told where to drop the gold off each time. Also i need help finding a way to restrict certain buildings to VERY specific areas, so far my Mining platforms (when i post screenies you'll notice the model, i take no credit all that goes to the original maker.) can go on any amphibious and sometimes land if im quick enough, ideas?
 
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