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Please, help me with this one!

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Level 1
Joined
Jun 19, 2007
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2
Well, I got this new model from the resources, the Elven Garden, and wish to make it a floating town hall. I already done the work with it, and everything went fine, until I discovered that you can move it near the mine, once you built it up, so it is abuseable this way. I ask you to do this minor script-work for me.

All I need is a trigger, that moves the town hall out of the range of the limit, [ refer to that as X and I will try to find out how much that is, or if you could provide me with the exact info, I would be grateful. ] by sliding the building to the direction it came from [ So, if you were moving towards the mine from the south, you'll slide back toward south ] and play the Animation of the Wisp Detonate on the Gold Mine.

That's all I need. I'm sure some of you, advanced in writing Scripts can do this for me. It's not really important to done it fast, since I'm still working on the campaign. If you do this for me, you have my thanks.
 
Level 5
Joined
Jun 5, 2007
Messages
99
Hmm... I would like to help you, but Im kind of confused by your question. What exactly is the issue and what exactly what do you want done?

Im not sure what you mean, but it sounds like its a pathing issue. If it is, then try to change the pathing of the garden to Town Hall.

PathTextures\16x16Simple.tga

EDIT: I reread it again. Do you want your garden to be like a stationairy flying unit? So groudn units can walk under and such?

If so, then my guess is to put Air Pathing Blockers at the appropriate distance away from the gold mine. Im not sure if this is what you want, or if that will fix the problem. But if not, explain the problem further and Ill give it another go.
 
Level 1
Joined
Jun 19, 2007
Messages
2
So, my problem is that I made a town hall, like the Human Town Hall, just, while not upgrading or training a unit, it has the ability to move. Like any normal flying unit. So if you wish to reposition you base, you may fly away with it. But this allows you, to fly toward gold mines, and that way, the Workers return the gold much faster. I wish to have a script that pushes it back when it tries to. The idea with the pathing blockers would block other air units as well as the town hall.
 
Level 4
Joined
Jun 21, 2007
Messages
116
I would just do:

events: building comes into range 512 of goldmine
conditions: building type = town hall
actions: move building instantly to position of goldmine offset by 512 towards facing of building - 180
 
Level 5
Joined
Jun 5, 2007
Messages
99
Either do his trigger, or place Air Pathing Blockers around your goldmines. Should work then. =D
 
Level 9
Joined
Oct 3, 2006
Messages
302
[McQva]Blood : How about this? Create trigger that puts every made townhall into a variable, then put regions on all goldmines...then....
events: building enters region (region near goldmine)
conditions: building type = town hall
actions: Use the point with polar offset trigger to move the goldmine instantly to position of the goldmine. (Move (goldmine) instantly to (position of goldmine) offset by....u know the rest.

Codexx: Aren't u the guy from kaizoku-fansubs.com? :D , do u know who I am?
 
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