How to add new target type to unit + harvesting both materials

Tothumn

New Member
Reaction score
4
Hy all, it was a long time ago when i last posted here but i'm going to start maping again :)
I want to harvest gold by attacking the ore on the ground while i keep the lumber harvesting ability for trees. I saw others who wanted to do this ,maybe i help them with my solution:

-make a dummy ability which has castingtime, based on drain life.
-set the gold source's type for something what noone can attack. (I used ward and disabled targeting ward on my unit)
-allow your dummy spell to target the gold source's type.

Trigger:
  • Event
    • Unit - A unit Finishes casting an ability
    • Condition
    • (Ability being cast) Equal to DummyAbility
    • Action
    • Player - Add 10 to (Owner of (Triggering unit)) Current gold
    • //even create a floating text "+10" above unit


This is ok for an RPG but very unconfortable for many other kinds of maps so the best if someone can make an outo-casting dummy ability.

So ,what is my problem?
I want to make a unit able to harvest gold only when it picks up an item (pickaxe)
It would be easy, without any spell, if I could change the target-types what my unit can attack.
Trigger:
  • Event
    • Unit - A unit Acquires an item
    • Condition
    • (Item-type of (Item being manipulated)) Equal to PickAxe
    • Action
    • ?

So the big question:
How to make my worker able to attack something (with triggers) if he originally cant attack it?

Sorry for my english and for this long "instruction" :p
 

MB-Kiyoshi

New Member
Reaction score
4
Hy all, it was a long time ago when i last posted here but i'm going to start maping again :)
I want to harvest gold by attacking the ore on the ground while i keep the lumber harvesting ability for trees. I saw others who wanted to do this ,maybe i help them with my solution:

-make a dummy ability which has castingtime, based on drain life.
-set the gold source's type for something what noone can attack. (I used ward and disabled targeting ward on my unit)
-allow your dummy spell to target the gold source's type.

Trigger:
  • Event
    • Unit - A unit Finishes casting an ability
    • Condition
    • (Ability being cast) Equal to DummyAbility
    • Action
    • Player - Add 10 to (Owner of (Triggering unit)) Current gold
    • //even create a floating text "+10" above unit


This is ok for an RPG but very unconfortable for many other kinds of maps so the best if someone can make an outo-casting dummy ability.

So ,what is my problem?
I want to make a unit able to harvest gold only when it picks up an item (pickaxe)
It would be easy, without any spell, if I could change the target-types what my unit can attack.
Trigger:
  • Event
    • Unit - A unit Acquires an item
    • Condition
    • (Item-type of (Item being manipulated)) Equal to PickAxe
    • Action
    • ?

So the big question:
How to make my worker able to attack something (with triggers) if he originally cant attack it?

Sorry for my english and for this long "instruction" :p

I'm not sure if this will work but you could try making you Hero similar to a Peon or Builder, which should let them gather resources?

Have 2 seperate triggers;

Trigger:
  • Untitled Trigger 001
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Item being manipulated) Equal to (Pick Axe)
    • Actions
      • Unit - Add classification of A peon-type unit to (Hero manipulating item)


Trigger:
  • Untitled Trigger 001 Copy
    • Events
      • Unit - A unit Loses an item
    • Conditions
      • (Item being manipulated) Equal to (Pick Axe)
    • Actions
      • Unit - Remove classification of A peon-type unit from (Hero manipulating item)


Then you can make the fishes have the gold mine ability.

Btw I'm not 100% sure if this is what you want.

EDIT:

I think you can try this;

Trigger:
  • Untitled Trigger 001
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Item being manipulated) Equal to (Pick Axe)
    • Actions
      • Unit - Add 'Aatk' (Attack) to (Hero manipulating item)
 

foodflare

You can change this now in User CP.
Reaction score
32
Kiyoshi your first two triggers would work if he had another trigger that checked if a unit was attacked and if the unit-type of attacked unit is your specific unit type and if the attacking unit has the classification of a peon-type unit and if those are true give gold if not then order it to stop

e.g.
Trigger:
  • Check For Goldness
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Unit-type of (Attacked unit)) Equal to Gold Unit
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Attacking unit) is a peon-type unit) Equal to False
        • Then - Actions
          • Unit - Order (Attacking unit) to Stop
        • Else - Actions
          • Player - Add 10 to (Owner of (Attacking unit)) Current gold
 

MB-Kiyoshi

New Member
Reaction score
4
Nice, I knew there was another trigger I needed to add, but didn't know what lmao. Oh well I guess you can say I was close haha
 

Tothumn

New Member
Reaction score
4
Thanks for the ideas but i can make my unit to mine gold, i want make it to HARVEST the gold with the effect of attack.So I cant use your first two triggers :I
The 3. would be a great idea but.... my unit already can attack without pickaxe.
It's an RPG type map and it's a hero who can carry weapons so he must have the attack option originally.
So i think the only solution is to allow my unit to target the ore when I pick up the axe.Is it possible? :confused:
(without changing the ore's type because i dont want let player2 to harvest minerals only because i have an axe...)


EDIT:umm i didnt see foodflare's post, it must work, thanks a lot +rep both of you ;)
 
Reaction score
149
"How to make my worker able to attack something (with triggers) if he originally cant attack it?"

You might try looking from the otherside...

Code:
Miner
    Events
        Unit - A unit Is attacked
    Conditions
        ((Attacking unit) has an item of type <Your Pickaxe>) Equal to False
        (Unit-type of (Attacked unit)) Equal to <Mine unit>
    Actions
        Unit - Order (Attacking unit) to Stop
 
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