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Temporary Buildings

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Level 8
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Aug 3, 2008
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391
event: a unit enter entire map (or something)

Condition: unit type of entering unit = to tower (for example)

action: add 30 sec experation time to last created building

Joe, you should know better lol.:wink: Last created building does not refer to Entering unit. There's two ways in doing this.

One:
  • Events
    • Unit - A unit enters (Playable map area)
  • Conditions
    • (Unit-type of (Entering unit)) Equal to YourBuilding
  • Actions
    • Unit - Add a 60.00 second Generic expiration timer to (Entering unit)
Advantages:
-A simple and basic thing. Not especially challenging to do.

Notes:
-I have doubts. Would the trigger runs if the structure is still in the process of construction? Or would it start after the structure is constructed?

Two:
  • Events
    • Unit - A unit Finishes construction
  • Conditions
    • (Unit-type of (Constructed structure)) Equal to YourBuilding
  • Actions
    • Unit - Add a 60.00 second Generic expiration timer to (Constructed structure)
Advantages:
-This is fun. As you can refer back to the builder of the structure. Referring back to the builder is useful.

Notes:
-None. I've no doubts with this one. :grin:
 
Level 5
Joined
Jul 4, 2007
Messages
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If you want the blue bar to show up, give it the "Water Elemental" experiation timer. The field "Experiation Timer" can be cnahnged. There wont be any text showing up, though.

If you instead add the expiration timer via a trigger (I'm fairly certain it can't be changed on the unit directly, as it is handled through the summon unit mechanic), you can select the text on the bar. The text can then be selected (the default one is generic, which has no text. You can alter the text of other options like Feral Spirit or Water Elemental via the interface editor).
 
Level 3
Joined
Apr 24, 2005
Messages
61
Don't use enters map if you want the building to have a construction time, as the game would start the timer as soon as the construction started.

  • Events
    • Unit - Unit finishes constructing
  • Conditions
    • Unit-type comparison - Last constructed unit equal to (YourUnit)
  • Actions
    • Unit - Add expiration timer to (Last constructed unit)
 
Level 5
Joined
Jul 4, 2007
Messages
166
Don't use enters map if you want the building to have a construction time, as the game would start the timer as soon as the construction started.

  • Events
    • Unit - Unit finishes constructing
  • Conditions
    • Unit-type comparison - Last constructed unit equal to (YourUnit)
  • Actions
    • Unit - Add expiration timer to (Last constructed unit)

The action you want here is

  • Actions
    • Unit - Add a 60.00 second Generic expiration timer to (Constructed structure)
There's no 'Last constructed unit', but there is a 'last created unit' and 'constructing structure', both of which are incorrect.
 
Level 8
Joined
Aug 3, 2008
Messages
391
Don't use enters map if you want the building to have a construction time, as the game would start the timer as soon as the construction started.

  • Events
    • Unit - Unit finishes constructing
  • Conditions
    • Unit-type comparison - Last constructed unit equal to (YourUnit)
  • Actions
    • Unit - Add expiration timer to (Last constructed unit)

Yeah I had doubts with the entering thingy.
 
Level 8
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Aug 3, 2008
Messages
391
Thats good and all but im trying to do it with a item.. And i want the player to have to select where they want to build the building.

Why didn't you say at the start? There are default items that can make buildings.


Try to create your item base on the item Tiny Castle.

Modify the item's ability. Make it so it builds your building.

Then maybe implement the entering unit trigger. Am I right?
 
Level 8
Joined
Aug 3, 2008
Messages
391
I think there are two things Unit finishes construction refer two. One is the unit constructing it. Two the building constructed. So I can't see how it should work with just the constructed building as there's no unit constructing it. But again, this is just some of my logic. Might be wrong.
 
Level 3
Joined
Aug 1, 2007
Messages
27
It's simple:
Like already said, just use the tiny castle item and change its ability,
so it spawns whatever you like.
Then make a trigger like this (also posted already):

  • Construction
  • Events
    • Unit - A unit finishes construction
  • Conditions
    • Unit-Type comparison - Unit-Type of (Constructed Unit) equal to (Your Unit)
  • Actions
    • Unit - Add a 60.00 second Generic expiration timer to (Constructed structure)
I don't want to repeat what is already said, it's just like a summary including the final solution.
By the way, expiration timers on buildings aren't displayed at all.

~I3obo~
 
Level 3
Joined
Aug 1, 2007
Messages
27
Guys, please!
Why aren't you testing, what you are talking about?

@Lord of Sausages:
It does show up, even if you use "Generic Timer" (on units).

@Deathwind:
Like I already mentioned, an expiration timer won't show up on buildings.

~I3obo~
 
Level 9
Joined
Aug 1, 2008
Messages
453
Lol i got it. The construction time didn't work because of i had it build a building, I had to have it as a unit with no movement and no turn rate. Thanks to everyone that helped . I would +rep but i can't +rep to everyone. And everyone helped.
 
Level 12
Joined
Mar 10, 2008
Messages
869
Lol i got it. The construction time didn't work because of i had it build a building, I had to have it as a unit with no movement and no turn rate. Thanks to everyone that helped . I would +rep but i can't +rep to everyone :mwahaha:. And everyone helped :razz:.

OMG YOU MAKE ME LAUGH SO MUCH!!!
For every post that you do on others, you say +rep if helped
but now your saying that you wont rep us.
You are such a 1 way person :slp:
And your so funny, in a non ha ha way... :hohum:

:thumbs_down:
 
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