a few building-related problems...

  • Thread starter Thread starter bunnyrape
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bunnyrape

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ok, i'm fairly new to worldedit (and this forum) so i'm not completely accustomed with it all yet.
these are a few things i can't find a solution to.

- making buildings occupy one building square (like a farm). is there a property i need to alter or do i need to clone a farm and edit it accordingly?
- making a barracks do an action when it upgrades. in this case, i have a barracks level 1 with a level 2 upgrade. when it upgrades to level 2, it needs to train one unit automatically using triggers. i've tried on upgrade and on construction with last constructed building, but none seem to work.

any ideas? :)
 
the property you seek is: Pathing - Pathing Map


And for the trigger:

I think ur problem is in the Last Constructed structure. Try this:

[Event]
Unit - A unit finishes an upgrade
[Condition]
(Unit-type of (Triggering Unit)) is equal to <Barracks 2>
[Action]
Unit - Order (Triggering Unit) to build/upgrade a <Wanted unit>
 
yup, both worked fine.. thanks :)
only one other thing..

is there a quicker way to sort this out?

Train Unit On Building Creation Barracks Level 1
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Barracks (Level 1)
Actions
Unit - Order (Constructed structure) to train/upgrade to a Light Foot Soldier

i have one of those triggers for every building that produces units.
there is only one type of unit produced per building, so if i could make one trigger that builds the 'first' or 'default' unit in the building it'd be a lot faster.
i suppose i could use variables but there must be a quicker way. :confused:

one other thing, is it possible to alter the damage and scale of a unit by triggers? i want a hydralisk that doubles in size and damage at night.
 
hmmm, I dont think there is a faster way. You you can make it more compact if you put it all in if/then statements in one trigger. I know the feeling, but sometimes it just cant be made easier :(

And to dissappoint you again there is no way to alter the scale of the units. But maybe there is a way to alter the damage, cuz I noticed it for the first in the new beta patch that there was a Unit action that said: Unit - Damage target.

So you could make a trigger that says:

[Event]
Unit - Unit is attacked
[Condition]
Unit-type of attacking unit is equal to Hydralisk
Time of day is greater then or eqaul to <night time> AND Time of Day is lesser then or equal to <morning time>
[Action]
Unit - Order Attacking unit to damage attacked unit for <hydralisk average damage> using attack type <hydra attack> and damage type <hydra damage>

What you also can do is

[Event]
Time of day is <evening>
[Condition] none
[Action]
Unit Group - Pick every unit in <entire gamefield> matching (Unit-type of matching unit is equal to <Hydralisk>) and do Actions
- Unit - Replace picked unit with a <Hydralisk with twice the attack and increased size> using the old units relative HP and mana

and when its morning you use a simular trigger to turn them all back
 
to clear them from memory? does that mean that even if you romove units and items by, for example, using the Unit - Remove unit action they still remain in memory?


If so this might explain my other problem... Could explain more about that custom script?
 
thanks, this may solve my problem. Cuz I use alot (and I do mean alot) pick all units and stuff

also, will it remove variables to unit groups? Or does it just clear the memory?
 
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