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Pylon Help

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This is something I have 'struggled' with for quite some time (I put 'struggled' in quotes because I really haven't given it too much thought besides "oh when I mod Naga I should make them use Pylons like Protoss" and that's it :p). I feel like it shouldn't be too hard, but then again...

#1, are you currently using "Blight" in your project? If not, that's half the battle; just make a "pylon" unit that makes Blight in a circle, and it'll only allow buildings built there.

As for the "not working without Pylons"... Not sure. Perhaps a little hidden aura (Tornado Slow Aura is choice) & a trigger that catches whether a building tries to build/train/research/upgrade anything, stopping it if it doesn't have the buff?
 
This is something I have 'struggled' with for quite some time (I put 'struggled' in quotes because I really haven't given it too much thought besides "oh when I mod Naga I should make them use Pylons like Protoss" and that's it :p). I feel like it shouldn't be too hard, but then again...

#1, are you currently using "Blight" in your project? If not, that's half the battle; just make a "pylon" unit that makes Blight in a circle, and it'll only allow buildings built there.

As for the "not working without Pylons"... Not sure. Perhaps a little hidden aura (Tornado Slow Aura is choice) & a trigger that catches whether a building tries to build/train/research/upgrade anything, stopping it if it doesn't have the buff?

yes, i got it :D But i need now circle indicator for it like aura model or something. :D
 
Level 47
Joined
Jul 29, 2008
Messages
9,685
Hm, I dunno.

I guess... Well there's probably an easier (more triggered?) way, but I suppose if you can use 2 quick triggers to 'catch' a selection & deselection event ("unit is selected...", "unit is de-selected..."), then you can just dynamically add/remove a custom "Factory" ability (not "Pocket Factory", but "Factory"; Search for it) which continually creates little short-lived "aura dummies", simply for the effect.

Or... Just add/remove the Aura ability in general (a modified Aura ability which has no effect, but has the Aura model). So click -> add ability -> gives Aura (model), un-click -> removes ability -> removes Aura (model).

Meh?

//EDIT// To get all the pylons, you'd have to do a "select all" trigger.
 
sdf

Hm, I dunno.

I guess... Well there's probably an easier (more triggered?) way, but I suppose if you can use 2 quick triggers to 'catch' a selection & deselection event ("unit is selected...", "unit is de-selected..."), then you can just dynamically add/remove a custom "Factory" ability (not "Pocket Factory", but "Factory"; Search for it) which continually creates little short-lived "aura dummies", simply for the effect.

Or... Just add/remove the Aura ability in general (a modified Aura ability which has no effect, but has the Aura model). So click -> add ability -> gives Aura (model), un-click -> removes ability -> removes Aura (model).

Meh?

//EDIT// To get all the pylons, you'd have to do a "select all" trigger.

can you try make it for me? :D I'm dement from it.
 
Sorry, no time. But good luck! It's not too hard to poke around the Trigger/Object Editor for the stuff I'm referring to, and it's good practice.

and how i can make this:

- i wanna make cinematic when hero rip soul from enemy, He'll use spell and how i can make the missile will comes from enemy to hero and dissapear :D
 
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