got a tough problem here =)

ellspeedy

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right basicly iv got a creep sending building called 'Spawn Building 1'. Now this has an upgrade ability that will upgrade it to 'Spawn Building 2'. When i click this it upgrades as normal and everything seems to be working fine, and at first glance it does, the building changes to the model i have set for spawn building 2, the name changes, however the creeps (units) that can be sent remain the same??? i have no idea why this isnt working? i have the 'upgrades to' part of the spawn building 1 set as spawn building 2 so cant see the problem =(
any help wud be great
thanks
 

Sgqvur

FullOfUltimateTruthsAndEt ernalPrinciples, i.e shi
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Are you sure you have changed the units that spawn from Spawn Building 2?
Maybe you forgot them with those of Spawn Building 1?
 

ellspeedy

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yup i have changed them, if i just place the spawn building 2 on the map then it displays the right creeps, sugesting that the problem lies with the upgrading of the building...hmmm...
 

Yizzy

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Does it sell units? Don't think that will be updates on upgrade

If you own the building then you could maybe train units instead, that should update on upgrade, otherwise I guess you have to use triggers..

i.e.
Trigger:
  • Untitled Trigger 001
    • Events
      • Unit - A unit Finishes an upgrade
    • Conditions
    • Actions
      • Neutral Building - Remove Footman from (Triggering unit)
      • Neutral Building - Add Footman to (Triggering unit) with 0 in stock and a max stock of 1
 

ellspeedy

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aaa yes the units are sold so that they spawn instantly (i cudnt find a way of getting them to spawn instantly if they were 'trained')
i tried uing the trigger u gave but it doesnt work =(
so i guess the question is now, is there a way to get a unit to train instantly?
 

SyrisX

New Member
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use triggers..

A unit starts being trained... create that unit at a point and cancel training?
Sorry that's just a guess, but something similar might work
 

Never_Quit

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you could always tackle it analogously through the unit editor.
Check the upgrade unit and make sure that the units sold/trained line up with what you want.
 

tmow

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YOu could also try instead of using upgrades have the building spawn trigger based....When an upgrade is made...replace building 1 with building 2
 

ellspeedy

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hey, i tried that aswell but cant get it to work, from what i can see that sort of a trigger doesnt work, but it might just be me being stupid :p
so im still looking for a way of either getting units to train instantly or units sold to change when the building is upgraded :confused:
 

ellspeedy

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u cant set the spawn time to less than 1 second for trained units =(
now iv taken a look at a map somebody else made and they have achieved what i am aiming to do by using this trigger:


Trigger:
  • Upgrade Shrine Copy
    • Events
      • Unit - A unit owned by Player 1 (Red) Finishes an upgrade
      • Unit - A unit owned by Player 2 (Blue) Finishes an upgrade
      • Unit - A unit owned by Player 3 (Teal) Finishes an upgrade
      • Unit - A unit owned by Player 4 (Purple) Finishes an upgrade
      • Unit - A unit owned by Player 5 (Yellow) Finishes an upgrade
      • Unit - A unit owned by Player 6 (Orange) Finishes an upgrade
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Shrine Level 2
    • Actions
      • Unit - Remove (Triggering unit) from the game
      • Unit - Create 1 Shrine Level 2 for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees

now, all that makes perfect sense to me so i thought great! iv found out how to do it. so back i went to my map and obviously had to change names and players etc but the base is exactly the same and so i came out with this


Trigger:
  • Untitled Trigger 001
    • Events
    • Unit - A unit owned by Player 1 (Red) Finishes an upgrade
    • Unit - A unit owned by Player 2 (Blue) Finishes an upgrade
    • Unit - A unit owned by Player 3 (Teal) Finishes an upgrade
    • Unit - A unit owned by Player 4 (Purple) Finishes an upgrade
    • Conditions
    • (Unit-type of (Triggering unit)) Equal to Spawn Building 2
    • Actions
    • Unit - Remove (Triggering unit) from the game
    • Unit - Create 1 Spawn Building 2 for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees


however when i tested mine it just removed the spawn building 1 and did not replace it with anything so there was just a empty space :S
iv taken a look at the other maps spawn buildings (shrine lvl 1 etc) and there are no major differences to mine other than basic stuff like gold cost, scaling size etc so unless im missing something i have no idea whats wrong?
anyone got any ideas?
thanks
 

ellspeedy

New Member
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bah! iv finally worked out what the problem is! :D
basicly there is a region around the building (as in created from the region palete) so that when a unit enters it, it will be moved instantly to another area (the sending creeps to another player concept). however if i leave the region in place the building that is upgraded will be removed as it should but the building that is meant to be created isnt. if i remove the region it works perfectly :S
so the final question :D why will the building not build if there is a region underneath it?
btw there is a larger region that covers reds section of the map (its used so that when red dies/leaves all the units in his area are removed including enemy creeps) and if i leave that in place it will work fine, it just seems to be the smaller region for sending creeps that is the problem.
thanks to whoever can solve this unsolvable problem! =)
 
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