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[Trigger] Upgrade HELP

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Level 8
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Ok im making a Gang Wars type map, so once you purchase a building, an automatic supply of troops will spawn and attack a specific point. Problem is, to make sure you cant control the units, i changed their ownership. So now i dont know how i can make it so once a upgrade has been purchased, it will no effect the new player who has the unit (Player is a computer)
 
Level 5
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Dude! Your post doesn't really sound very clear, could you be more clear in what you want? Cause the way I read it, you ask for an effect that spawns units that will not be controllable by you, but by a certain player (the computer) but on the same time you dont want it to affect the computer, so it won't be controllable by the computer. It kinda makes the thing you want a lil' contradictable and thus not understable :p
 
Level 14
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let's say player 1 is the owner of your hero, and player 2 is the owner of the uncontrolable Units, you can use something like this

  • Events
    • Unit - A unit finishes a research
  • Conditions
    • owner of triggering Unit equal to player1
  • Actions
    • Player - Set the current research level of (Researched tech-type) to (Current research level of (Researched tech-type) for player 1 (red)) for player 2 (blue)
this is what i got from your post, if you need it more detailed, just ask
 
Level 17
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Dude! Your post doesn't really sound very clear, could you be more clear in what you want? Cause the way I read it, you ask for an effect that spawns units that will not be controllable by you, but by a certain player (the computer) but on the same time you dont want it to affect the computer, so it won't be controllable by the computer. It kinda makes the thing you want a lil' contradictable and thus not understable :p

I understand it just fine.

Just add ability to the Guys that Spawns : Locust, then you cant click him, or you migth make another guy in your group that will own the Spawning Creatures.

He want them to attack. You can't attack locust units.

let's say player 1 is the owner of your hero, and player 2 is the owner of the uncontrolable Units, you can use something like this

  • Events
    • Unit - A unit finishes a research
  • Conditions
    • owner of triggering Unit equal to player1
  • Actions
    • Player - Set the current research level of (Researched tech-type) to (Current research level of (Researched tech-type) for player 1 (red)) for player 2 (blue)
this is what i got from your post, if you need it more detailed, just ask

Nope, you will just set it for all units also for allies that might not have it.

I think he wants to spawn some units that get order to fly/walk somewhere and they are Un_Movable.

Nope.

------------------------

My turn!!!!
Just spawn the unit for let's say player 1 red and then change ownership? Never tried but the upgrades should stay I guess.
If that does not work (cause I never tried it), you could always un-select the unit if you don't want it to be selected.
 
Level 14
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Nope, you will just set it for all units also for allies that might not have it.

i don't get it, I'm setting the research level only for player 2 which is AI-controlled, how would i affect other allies?

let's say player red researches level 1 damage upgrade, the current researchlevel of damage for player blue is 0, then this trigger will set it to 1 also
 
Level 17
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i don't get it, I'm setting the research level only for player 2 which is AI-controlled, how would i affect other allies?

let's say player red researches level 1 damage upgrade, the current researchlevel of damage for player blue is 0, then this trigger will set it to 1 also

Sure that would work in some cases.
P1, 2 ,3 ,4 ,5, 6 are human and P7, 8, 9, 10 ,11, 12 are bots.
But this will limit players to 6.

And what if they all share a common bot?
P1, 2, 3, 4, 5 and P6 Bot, P7, 8, 9 ,10, 11, and P12 Bot.

Or what if he wants 12 players in a map? Even though he does not want that xD.

The point is, that way is very poor in my opinion. It would be better just to remove selection every time a unit is selected that is not supposed to be selected. xD
 
Level 14
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1,241
if more users share 1 bot then you simply have to pick every player in allies of researching players. if thats the case the researchtime has to be 0 seconds, or requires a system that detects when a player starts a research so 2 players do not research the same level at one time. and ... as we all know, deselection triggers don't work sometimes ;)
 
Level 17
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Jun 12, 2007
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if more users share 1 bot then you simply have to pick every player in allies of researching players. if thats the case the researchtime has to be 0 seconds, or requires a system that detects when a player starts a research so 2 players do not research the same level at one time. and ... as we all know, deselection triggers don't work sometimes ;)

The fact that the trigger hates me is something else ><.
World Editor hates me a lot for not finishing maps.

Anyway, I like it better if you don;t have shared upgrades. :p Makes for more fun if there is a noob player in the enemy team that does not upgrade his units.
 
Level 9
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Jun 7, 2008
Messages
440
Ive actually seen the gangwars map. Its pretty simple. All buildings and upgrades remain the players to control. The only thing that changes is the control of the unit (just like airundias said) once it is spawned. Triggers are in place that when unit spawns the computer takes over and controls them. It really is a good map. 5 players and a computer on each team.
 
Level 17
Joined
Jun 12, 2007
Messages
1,261
Airandius, look at my Second opinion... or you migth make another guy in your group that will own the Spawning Creatures.

Un_Moveable means they can not move, at least that's what Un_Moveable says.
He wants to remove the option that the player can control them.

There is a subtle difference between those. Maybe you were trying to say the same thing but I can't see what's on your mind now can I. :p
Next time try to describe what you are saying better.
 
Level 8
Joined
Sep 18, 2008
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298
Ok wow...lots of responds over night...and thx to all, but ill just make it a lil more clearer

Ok basiclly lets say im player 3...Afer constructing a building, units will automaticlly spawn, once spawned, these units ownership will change to player 1. (Player 1 is a computer player) Once built. they are uncontrolable, and have 1 destination point. My problem is, how do i get upgrades into the unit, after its ownership has been changed?...hope i made it a lil more easy to read
 
Level 9
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Messages
440
What i think you mean, is that you want different units to spawn once you upgade your building. If thats the case, why not just make the original building upgradeable with the new type of (or upgraded) units to spawn, then adjust your triggers accordingly?
 
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