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Worker Units Problem

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Level 2
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Jun 16, 2010
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Hello,
I've got a problem with an edited worker with a custom model.
I've created an Skeleton Worker (Skeletal Peasent by Cavman) based on a Acolyte.
When the unit summons a building, he builds the structure like a normal peasent/peon even if the building is constructing by itself.
The problem is not that one...the problem is that the worker doesn't stop his building action even after the structure was constructed...I can let him there for weeks and he doesn't stop....
Also...everytime a worker finishes his job it becomes an waiting worker that is show near the minimap(upper)....In this case, after the building is done, the worker doesn't become an waiting worker...
I want to know if I can make him stop when he summons the building or when the building is finished, without changing the base model/building style(summon/build)...Is there any way to do that?
 
Level 2
Joined
Jun 16, 2010
Messages
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Well, MrBean...I don't know "how to add" new building abilities...searched the entire list of abilities and the only ability that has something to "deal" with buildings was "Unsummon Building".
Spartipilo, I've tried your trigger and I've also tried this:

Your trigger:
  • Worker Stop
    • Events
      • Unit - A unit Finishes construction
    • Conditions
    • Actions
      • Animation - Play (Picked unit)'s stand animation
My edited trigger:
  • Worker Stop
    • Events
      • Unit - A unit Begins construction
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Skeleton Miner
    • Actions
      • Animation - Play (Picked unit)'s stand animation
Nothing worked...it still doesn't stop...the only thing it does now:it becomes an waiting worker, but it doesn't stop..



RE:When I change the worker's race it changes his building style...I've changed his race in Night Elf/Orc.Now, when the building construction starts, the worker enters the building and stays there till the building is summoned..when it comes out it has an standing animation so I might solved my problem.But...
I don't think this thread is solved yet because I want to know if there is a way I can make him stop without changing the unit type or race.
 
Last edited:
Level 17
Joined
Jan 21, 2010
Messages
2,111
This one really works
But i dunno if the '
  • Unit - A unit Finishes construction
is the right event for this, since the unit is not 'construct' any building, but rather summon it
  • Worker Stop
    • Events
      • Unit - A unit Finishes construction
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Skeleton Miner
    • Actions
      • Animation - Reset (Picked unit)'s animation
 
Level 4
Joined
Aug 17, 2011
Messages
119
I think what Mr Bean is referring to is the first/second line in the object editor. workers have "build" as an ability. Try change that to something like Bean suggested...
 
Level 2
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Messages
22
I think what Mr Bean is referring to is the first/second line in the object editor. workers have "build" as an ability. Try change that to something like Bean suggested...

Checked all worker-type units(all races) and there is no "build" ability.

It's no use, since the build is made up 'hard coded' so, even you add the orc build while your worker's race still undead, your worker will still build like undead, not orc

I didn't added the orc build style...I've just changed the race of the worker..and it builds now like an orc..it doesn't summon anymore.

You can detect the build order, then with a periodic trigger, check when the current order of the unit becomes null.

1.How I can detect that build order.
2.How I can check when the current order of the unit becomes null?
(I'm a big newby when I'm talking about triggers/jass and other stuff like that)
 
Level 17
Joined
Feb 11, 2011
Messages
1,860
Not sure if this will solve it, but:

screenqo.jpg
 
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Level 2
Joined
Jun 16, 2010
Messages
22
It seems that this abilities are hidden...couldn't find them in "Abilities" tab.
Anyway..even if I add one of that "Build" abilities, it doesn't change the original undead building style..(Tried that on a Acolyte, than on my worker...added Build(Orc) but it didn't worked...)
 
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