A summoned corpse shop

MrCrowley

New Member
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17
Im making a trigger for a hunter and a deer.
(deer = stag)

The idea is that when a hunter kills a deer, he will be able to loot the
"dead deers body". Heres how i plan to do it: Ill make another unit with
the deers decay flesh animation as its required animation. When the regular
deer dies, the deer (corpse) will spawn at its location facing its same degree
for 30 seconds. Meaning that the deer (corpse) must be a summoned unit
and have to be a store, so that the hunter can "loot" the items.

so:

1)How to a set the deers animation as decay corpse (having issues 0_o)
2)How do i make the deer a summoned unit with a specific time limit
3)How do i make the deer a store
4)I havnt written the trigger yet, but constructive criticism is welcomed :D
 

Accname

2D-Graphics enthusiast
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1,462
well,
event: a unit dies
condition: unit type equal to deer
actions: set position of triggering unit = TempPoint
create a deer (Shop) at TempPoint facing triggering units facing
add expiration timer 30.00 seconds to last created unit
play last created units decay,flesh animation
remove triggering unit from the game
removelocation (udg_TempPoint)

handwritten but i think it should explain the way to go.
 

Azlier

Old World Ghost
Reaction score
461
Use Accname's trigger, but remove the triggering unit immediatly after setting the point variable. Otherwise, the shop will appear right next to the deer's corpse instead of on the spot.
 

esb

Because none of us are as cruel as all of us.
Reaction score
329
Why not simply drop item (Guessing it's something like Deer's hide?) upon death?
 

TyrealFEAR

New Member
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4
he want the hunter to choose out of a group of items
-question
whats to stop the hunter from trying to grab all he can b4 timmer runs out?
 

esb

Because none of us are as cruel as all of us.
Reaction score
329
In that case use a dialog?
 

MrCrowley

New Member
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17
Um can i have a little more help with the trigger?...because i suck
with triggers. Ive always had this problem. When i try to add the event,
unit - dies, it always makes me state what unit...otherwise it stays red
and doesnt let me add the event. So do i make a variable? I only have RoC
btw

Why not simply drop item (Guessing it's something like Deer's hide?) upon death?

Agh thats so over used, i wanted to incorporate something new into my map.
This ways a bit more realistic too, and you dont see 2 or 3 treasure chests
pop up, it really feels like your stripping the deer?

he want the hunter to choose out of a group of items
-question
whats to stop the hunter from trying to grab all he can b4 timmer runs out?

I dont see a reason to stop the hunter. Doesnt it make sense that
the hunter can strip all of the items from the deer? ex) hide, meat, antlers.

Besides the only things you can do with these items are either sell them or
combine them to make other items. Im making an RPG :D
 

esb

Because none of us are as cruel as all of us.
Reaction score
329
Well, I wouldn't use treasure chest models. You can change them to something else, like corpse models. A store opening up after every kill doesn't seem too realistic either though.
 

MrCrowley

New Member
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<--*doesnt know how to do that*
But dont think of it as a store? Think of it as the deers body.

Im going to try to put a wait between when the deers death animation
hits the ground, and when i spawn the store so that you cant even notice
the store spawned. It would look and seem like you can click at the deers
dead body, and "buy" the things you want to strip from it.
 

Advena

Just casually observing atm ;)
Reaction score
42
For the reccord, I think it's a wonderful idea mate :thup:
I'd help you trigger it, but I can't atm. If it isn't solved by tomorrow I'll give it a go ;)
 

Accname

2D-Graphics enthusiast
Reaction score
1,462
ok heres the whole trigger system for this shop:
this is the trigger to spawn the shop. the dead deer body got random items!
Code:
OhDeer
    Events
        Unit - A unit Dies
    Conditions
        (Unit-type of (Dying unit)) Equal to Deer
    Actions
        Set TempPoint = (Position of (Dying unit))
        Unit - Create 1 Deer for (Owner of (Triggering unit)) at TempPoint facing (Facing of (Triggering Unit)) degrees
        Unit - Remove (Triggering unit) from the game
        Animation - Play (Last created unit)'s death animation
        Neutral Building - Add Antler to (Last created unit) with (Random integer number between 0 and 1) in stock and a max stock of 5
        Neutral Building - Add Hide to (Last created unit) with (Random integer number between 0 and 3) in stock and a max stock of 5
        Neutral Building - Add Hoof to (Last created unit) with (Random integer number between 0 and 4) in stock and a max stock of 5
        Unit - Add a 25.00 second Generic expiration timer to (Last created unit)
        Custom script: call RemoveLocation (udg_TempPoint)
This trigger switches the items bought from the deers body to the real items. you have got to do so or you wont be able to sell the items because their gold/lumber costs are 0.
Code:
ItemExchange
    Events
        Unit - A unit Acquires an item
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Item-type of (Item being manipulated)) Equal to Antler
            Then - Actions
                Item - Remove (Item being manipulated)
                Hero - Create Antler and give it to (Triggering unit)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Item-type of (Item being manipulated)) Equal to Hide
            Then - Actions
                Item - Remove (Item being manipulated)
                Hero - Create Hide and give it to (Triggering unit)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Item-type of (Item being manipulated)) Equal to Hoof
            Then - Actions
                Item - Remove (Item being manipulated)
                Hero - Create Hoof and give it to (Triggering unit)
            Else - Actions
This trigger removes the shop units after their expiration timer runs out.
Code:
RemoveShops
    Events
        Unit - A unit Dies
    Conditions
        (Unit-type of (Triggering unit)) Equal to Deer
    Actions
        Unit - Remove (Triggering unit) from the game

i tested it and it works. i attach a demo map to check it out yourself. very nice idea, i am jealous.
 

NaPzt3R

You can change this now in User CP.
Reaction score
38
Off Topic:
Oh Deer :D

On Topic:
The map doesn't work for me. Gives me an error.
 

Accname

2D-Graphics enthusiast
Reaction score
1,462
hm, i dont know it works very well for me. are you using RoC or TFT?
 

MrCrowley

New Member
Reaction score
17
Accname, your brilliant.

I cant thank you enough for the triggers, and adding in that
random drop. Thanks for your time.

Btw. im using RoC and i cant read the map =/ im sure it wont matter
once i get the trigger going.

Again, Thanks
 

Accname

2D-Graphics enthusiast
Reaction score
1,462
[Number] prefix of my maps are tests i do to check how some actions work xD
[A] are maps i do for upload purposes as for example terraining contest maps.
are my projects
[Z] are turtorials or small systems i do for someone here.

a funny system but it saves alot of time if you wanna find a map in my folder. :D
 
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