[Andrewgosus problem section]

Andrewgosu

The Silent Pandaren Helper
Reaction score
716
I thought I should make this cause I dont want to trouble you all with so many threads.

Here is the problem list with all the problems I have at the momement. Solved
problems have a solution below the problem.

[1] Is there a way how to lose the tax from high and medium upkeep? [Solved]
[Solution]
problem_1b.gif

[2] Is there a way to enforce melee win/defeat without a start townhall.[Solved]
[Solution]
You can always make custom Victory/Defeat Conditions.

Defeat Trigger 1: Whenever a unit dies, and the player has no units left, defeat him. (Turn this trigger off when the player builds a town hall)

Defeat Trigger 2: Whenever a Town Hall dies, and the player has no town halls left, defeat him.

Victory Condition: Just add this part to the end of both of the defeat triggers
If the number of remaining players (that have not lost) is equal to 1, then make that player win.

[The trigger itself] Update.

Code:
WinLose
    Events
        Unit - A unit owned by Player 1 (Red) Finishes construction
        Unit - A unit owned by Player 5 (Yellow) Finishes construction
        Unit - A unit owned by Player 6 (Orange) Finishes construction
        Unit - A unit owned by Player 3 (Teal) Finishes construction
        Unit - A unit owned by Player 2 (Blue) Finishes construction
        Unit - A unit owned by Player 4 (Purple) Finishes construction
    Conditions
        (Unit-type of (Constructed structure)) Equal to Human_Townhall
        Or - Any (Conditions) are true
            Conditions
                (Unit-type of (Constructed structure)) Equal to Orc_Townhall
    Actions
        If (Player_Status Equal to 6) then do (Melee Game - Enforce victory/defeat conditions (for all players)) else do (Set Player_Status = (Player_Status + 1))

[3]How to give a peasant advanced building ability. [Solved]
[Solution]
Code:
Check the Attatchment.

[4]Is it possible to have 2 same units with same model but with a different skin on a map? [Solved]
[Solution]
Code:
http://www.wc3campaigns.net/showthread.php?t=60744

[5]Polymorph skill problem.[Solved]
[Solution]
Code:
Polymorph
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Polymorph
    Actions
        Unit - Change ownership of (Target unit of ability being cast) to Neutral Passive and Change color

[6]Blizzard skill problem. [Solved]
[Solution]
Code:
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Current order of (Triggering unit)) Equal to (Order(blizzard))
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Mana of (Triggering unit)) Greater than or equal to 10.00
            Then - Actions
                Unit - Set mana of (Triggering unit) to ((Mana of (Triggering unit)) - 5.00)
                Wait 1.00 seconds
                Trigger - Run (This trigger) (checking conditions)
            Else - Actions
                Unit - Pause (Triggering unit)
                Unit - Order (Triggering unit) to Stop
                Unit - Unpause (Triggering unit)

[7]
Variable problem. [Solved]
[Solution]
Code:
Dont need variables for this problem, a trigger instead.

Events
        Unit - A unit Finishes an upgrade
    Conditions
        (Researched tech-type) Equal to Paladin
    Actions
        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
                        (Unit-type of (Picked unit)) Equal to Knight
                    Then - Actions
                        Unit - Replace (Picked unit) with a Paladin using The old unit's relative life and mana
                    Else - Actions

[8]Fireball spell problem.[Solved]
[Solution]
Code:
I made my own fireball spell. :D

[9]Mana Drain, Deal damage spell problem.[Solved]
[Solution]
Code:
Spell
    Events
        Unit - A unit Starts the effect of an ability.
    Conditions
        (Ability being cast) Equal to Mana strike
    Action
        Unit- Cause (Triggering unit) to damage (Target unit of ability being cast), dealing ((Mana of (Triggering unit)) / 4.00) damage of attack type Magic and damage type Magic
        Unit - Set mana of (Triggering unit) to 0.00

[10] Life + bonus problem. [Solved]
[Solution]
Code:
Ranger
    Events
        Unit - A unit Finishes research
    Conditions
        (Researched tech-type) Equal to Ranger Training {Archer
    Actions
        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
                        (Unit-type of (Picked unit)) Equal to Archer
                    Then - Actions
                        Unit - Replace (Picked unit) with a Ranger using The old unit's life and mana
                        Unit - Set life of (Last replaced unit) to ((Life of (Last replaced unit)) + 10.00)
                    Else - Actions
                        Do nothing

[11] Death and decay problem. [Solved]
[Solition]
Code:
The blizzard shards are replacable with cloud buff via buff/effect option. You gotto make a custom buff based cloud and the replace the stats>effect of the blizzard spell with your custom effect.

[12]Tornado problem [Solved]
[Solution]
Code:
 Making the tornado NOT to lift things up is doable when involving some dummy units + few spells. Contct me if you need more info on this

[13]Negative values [Solved]
[Solution]
Code:
File > Prefrences > "Allow negative values"

[14] Movement speed regain problem [Solved}
[Solution]
Code:
HasteA
HasteA
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Haste (Warlock)
    Actions
        Custom script:   local unit udg_ability_haste
        Set Ability_Haste = (Target unit of ability being cast)
        Unit - Set Ability_Haste movement speed to ((Current movement speed of Ability_Haste) x 1.50)
        Wait 30.00 seconds
        Unit - Set Ability_Haste movement speed to (Default movement speed of Ability_Haste)
        Set Ability_Haste = No unit

[15] Making unit invulnerable and vulnerable [Solved]
[Solution]
Code:
Unholy Armor
Unholy Armor
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Unholy Armor 
    Actions
        Custom script:   local unit udg_Unholy_Armor
        Unit - Make Unholy_Armor Invulnerable
        Wait 20.00 seconds
        Unit - Make Unholy_Armor Vulnerable
        Set Unholy_Armor = No unit

[16]
What is the skin path of Medvih, the thrall helper from campaigns? [Solved]
[Solution]
Code:
Units\Creeps\Medivh\Medivh.blp

[17] Icon problem [Solved]
[Solution]
[Bersekrer upgrade ability]
 
Y

YosLin

Guest
What do you mean? Like how when you get so much food you get less gold when your workers harvest gold like in melee games?
 

AceHart

Your Friendly Neighborhood Admin
Reaction score
1,495
Menu: Advanced / Gameplay constants,
check "use custom",
scroll all the way down to "Upkeep".

Food levels, is how much food needs to be in use for the different upkeeps (50, 80, ...)
Gold tax, is the % you lose (0.0, 0.30, 0.60)
Lumber tax, the % you lose (not used usually)


So, for
> Is there a way how to lose the tax from high and medium upkeep?

you would set all values in "gold tax" to 0.00, or change the upkeep levels so you never run into higher keeps.
 

Andrewgosu

The Silent Pandaren Helper
Reaction score
716
New problem has arised:

Is there a way to enforce melee win/defeat without a starter townhall. All melee maps start with 5 peasant + town hall. I want my map start with only 1 peasant, but if do that, i will lose in the very beginning because i dont have the townhall. Any ideas?
 

Darthfett

Aerospace/Cybersecurity Software Engineer
Reaction score
615
You can always make custom Victory/Defeat Conditions.

Defeat Trigger 1: Whenever a unit dies, and the player has no units left, defeat him. (Turn this trigger off when the player builds a town hall)

Defeat Trigger 2: Whenever a Town Hall dies, and the player has no town halls left, defeat him.

Victory Condition: Just add this part to the end of both of the defeat triggers
If the number of remaining players (that have not lost) is equal to 1, then make that player win.
 

Andrewgosu

The Silent Pandaren Helper
Reaction score
716
K, heres another one:

How to give a peasant 2nd build ability if the first one doesnt have room to accomodate all the buildings. I tried the spell book but that ended changing build mini barracks into my building what costs mana not lumber and gold. Any ideas?
 

Rabarber

You can change this now in User CP.
Reaction score
94
The thing is supported, since Blizzard wanted to use the StarCraft system, with an advanced build menu. (BTNAdvancedBuild.blp)
 

Andrewgosu

The Silent Pandaren Helper
Reaction score
716
And where could I find it?...

Sorry for being dumb again, but im awfully sleepy right now:p
 

Rabarber

You can change this now in User CP.
Reaction score
94
Er... Well, try to look for "build" abilities in the ability section. They could still be left from the early alphas. If you don't find any, i bet triggers are the only way.
 

Andrewgosu

The Silent Pandaren Helper
Reaction score
716
I couldnt find advanced build nor normal build ability. Wierd thing is that when I open the peasant and try to add him abilites, it allows me to add build (human), build (orc) ect... :confused:
 

Rabarber

You can change this now in User CP.
Reaction score
94
Heh. But i think the only correct way is to add several builders :p

You could also make a "Secndary Upgrade Building" that the peasant builds. Then, it can be upgraded into all the "Advanced" ones. :)
 

Rabarber

You can change this now in User CP.
Reaction score
94
One building that upgrades into all of the other buildings, simply :p
 
Reaction score
149
Perhaps make another Peasnat unit just like this one, only with the diffirent buildigns you need and add morph abilities based of Night elf Bear form. It should do the trick, if you have space ^^
 

Andrewgosu

The Silent Pandaren Helper
Reaction score
716
Ok, heres a new problem:

Is it possible to have 2 same units with same model but with a different skin on a map?

Like a regular footman + a edited skin version footman.
 

Andrewgosu

The Silent Pandaren Helper
Reaction score
716
Problem 5:

Heres the trigger

Code:
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Polymorph
Actions
Unit - Change ownership of (Targeted unit) to Neutral Passive and Change color

The problem is that the targeted untis doesnt change its ownership. Any ideas? Is my trigger wrong? I bet it is.
 

AceHart

Your Friendly Neighborhood Admin
Reaction score
1,495
> Unit - A unit Finishes casting an ability

What you expect any potential targets to be once you "finishes casting"?

> (Ability being cast) Equal to Polymorph

Yes...

> Unit - Change ownership of (Targeted unit) to Neutral Passive and Change color

"Targeted unit"? That's the event response on the event "acquires a target".


Event:
- A unit starts the effect of an ability
Conditions:
- Ability...
Actions:
- Unit - Change ownership of (Target unit of ability being cast) ...


Sounds a bit like charm though...
 

Andrewgosu

The Silent Pandaren Helper
Reaction score
716
Thanks, it works now.

Problem 6 however:

Ability blizzard is well known to everyone. It takes 75 mana to cast it.
What I want to do is that after I cast it, it takes 25 mana per wave/second. My mind just doesnt cope with how to do that.
 
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