- Joined
- Dec 29, 2008
- Messages
- 3,361
kobolds are known to be diggers, and those buildings had craters
hmm...
its a ability without icon right? and you change the caster art? correct me
scope Buildings initializer Init
//This trigger handles the building effect improves
globals
private constant integer TIER_0 = 'nob1'
private constant integer TIER_1 = 'nob2'
private constant integer UNIT_0 = 'nob3'
private constant integer UNIT_1 = 'nob4'
private constant integer UNIT_2 = 'nob6'
private constant integer RESEARCH = 'nob5'
private constant integer FOOD = 'nob7'
private constant integer ALTAR = 'nob0'
private trigger death = CreateTrigger()
endglobals
private struct FX
effect A
effect B
effect C
unit D
endstruct
private function Actions_1 takes nothing returns nothing
local unit u = GetTriggerUnit()
local FX Effects = FX.create()
if GetUnitTypeId(u) == TIER_0 then
elseif GetUnitTypeId(u) == TIER_1 then
set Effects.A = AddSpecialEffectTarget("winteraura.mdx",u,"chest")
set Effects.B = AddSpecialEffectTarget("Doodads\\Icecrown\\Rocks\\Icecrown_Crystal\\Icecrown_Crystal1.mdl",u,"origin")
call SetUnitVertexColor( u , 100 , 160 , 250 , 250)
call SetUnitUserData(u , Effects)
call TriggerRegisterDeathEvent( death , u )
elseif GetUnitTypeId(u) == UNIT_0 then
//skipped for this presentation
endif
set u = null
endfunction
private function Actions_2 takes nothing returns nothing
local unit u = GetTriggerUnit()
local FX Effects = GetUnitUserData(u)
call DestroyEffect(Effects.A)
call DestroyEffect(Effects.B)
call Effects.destroy()
set Effects.A = null
set Effects.B = null
endfunction
//===========================================================================
private function Init takes nothing returns nothing
local trigger t = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_CONSTRUCT_START )
call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_UPGRADE_FINISH )
call TriggerAddAction( t , function Actions_1 )
call TriggerAddAction( death , function Actions_2 )
endfunction
endscope
you can create practically any building you can think off via triggers/dummy units by creating the dummy units at an offset of the recently constructed building. it is extremely boring work.
As for me, I started on my units first. I know what buildings i have, they just had default wc3 models as for now.
I'm pretty sure each little square in the smallest grid you can use in the world editor have a space of 36 for doing this. This makes the medium grids 144 across. Those numbers might be a smidgen off, but if you use them for placing dummy attachments it will definitely be close enough. Why they arn't exactly 100 is beyond me, especially with the range of units.
Someone asked me about importing custom tileset skins. I think that is a little extreme, but if you can move an extra tileset into the map and get it to work I don't see why not.
completed4 Unit
2 Building
No I asked you following 2 questions:
Do dummy units/buildings count against the max unit/Building limit?
Is it allowed to edit own ground textures of Buildings?because the default ones look like shit for a nordic race(i mean the thingies like castle etc. the effect shown below buildings)
I even sended you a pn chrome67 but u didn't answer![]()
I'm pretty sure you can take his answer as:
1) No, dummy units doesn't count (btw, this is written rules, isn't it?), but you can use Graveyards ability, if you have some problems with models attaching to buildings.
2) If you can implement textures - just do it, if that's neccesery![]()
Hey. I want to have a unit, that if upgraded turns more powerful (like troll headhunter/ berserker). Does that count as 1 or 2 units?