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Replacing Buildings wander around

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Level 8
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Sep 30, 2012
Messages
205
Did u notice that if u replace a building via the "replace" trigger.
The Replacement Building is moving a bit out of the way of the old one.
I guess it has to do with the old units Collision/Pathing Map..

So i can reduce it a little, with replacing the building with a Dummy Unit before, and changing it then to the intended unit again. (However keep in mind the Dummy Building Unit - should be a Building too, in case, you require buildings to keep you in game, it would be stupid if you loose, just because of a stupid changeroo..)

Anyway does someone have a better solution? Well in fact i don't really mind about it, the only time i worry about it if you exchange the first "main building" (for example if you implement a new race, so for example if you exchange the "Tree of Live" with a "Temple of Tides") So if this main buildings wanders a bit away from the goldmine, this could result in a disadvantage...

I know that "Blizzard" already implemented something, that the gold miners speed is adjusted a certain way to the difference in travel distance to the goldmine. So i hope even bigger distances are too..? Anyone knows something about this? Otherwise i will start testing...
 

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Level 12
Joined
Feb 22, 2010
Messages
1,115
This is what replacing a unit does anyway, so you are changing nothing.
 
Level 8
Joined
Sep 30, 2012
Messages
205
Ceday yes thank you! Chaos ability does the trick! Cheers

However if you want to use my http://www.hiveworkshop.com/forums/spells-569/afk-protection-1-0-auto-start-1-0-ease-1-0-a-241757

it should look like this :p

Unknown (S00A)*Naga is Chaos (Check Dependencies: False)
New Unit Type Well of Life

*U would have to kill the Entangled Gold Mine, if you use the chaos ability

  • egt0
    • Events
      • Time - Elapsed game time is 0.00 seconds
    • Conditions
    • Actions
      • Dialog - Clear PlayNaga
      • Dialog - Change the title of PlayNaga to Would You like to p...
      • Dialog - Create a dialog button for PlayNaga labelled Play Naga
      • Set PlayNagaB[1] = (Last created dialog Button)
      • Dialog - Create a dialog button for PlayNaga labelled Play Night Elves
      • Set PlayNagaB[2] = (Last created dialog Button)
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Race of (Picked player)) Equal to Night Elf
            • Then - Actions
              • Dialog - Show PlayNaga for (Picked player)
            • Else - Actions
  • N
    • Events
      • Dialog - A dialog button is clicked for PlayNaga
    • Conditions
      • (Clicked dialog button) Equal to PlayNagaB[1]
    • Actions
      • Game - Display to (All players) the text: ((Name of (Triggering player)) + changed to Naga.)
      • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Owner of (Picked unit)) Equal to (Triggering player)
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Unit-type of (Picked unit)) Equal to Entangled Gold Mine
                • Then - Actions
                  • Unit - Kill (Picked unit)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Unit-type of (Picked unit)) Equal to Tree of Life
                    • Then - Actions
                      • Unit - Add Unknown (S00A) *Naga to (Picked unit)
                      • Unit - Order (Picked unit) to train/upgrade to a Mur'gul Slave
                    • Else - Actions
            • Else - Actions
      • Wait 0.00 seconds
      • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Owner of (Picked unit)) Equal to (Triggering player)
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Unit-type of (Picked unit)) Equal to Wisp
                • Then - Actions
                  • Unit - Replace (Picked unit) with a Mur'gul Slave using The old unit's relative life and mana
                  • Unit - Order (Last replaced unit) to Harvest Nearby Gold
                • Else - Actions
            • Else - Actions
 
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