Infection and building replacement

JHouse3532

New Member
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1
Hey, first in order to explain my questions i need to explain my map...

For those of you who have played the game prototype, im looking to make somewhat of a knock off of it where your a single person, the prototype, and there are multiple cities on the map that you can travel to as you want but in each city theres a military base (aka another player, probably a bot) located on some point. So useing an easy spawn trigger im going to have it so that infected travel throughout the city killing all of the military and other buildings owned by that player.

I was looking to see if theres a way that i could have it that when the infected travel through and destroy buildings that the destroyed building ends up as a ruined building with a red smog around it.

My other question is an amature question, but how would i go to make it so that when an infected kills a non-infected the dead unit respawns as an infected.

I'm not looking for someone to do this for me because i know that thats not how the helper forms work but more for some one to give me an idea of how to accomplish this, just a few pointers.

Any help is much appreciated and will get +rep :)
 

Gtam

Lerning how to write and read!! Yeah.
Reaction score
164
Q2: event unit dies. Condition killing unit equal to infected. Actions create 1 infected at position of dying unit.
 

Komaqtion

You can change this now in User CP.
Reaction score
469
Q2: event unit dies. Condition killing unit equal to infected. Actions create 1 infected at position of dying unit.

(for (Owner of (Dying unit))) :thup: :p

First, question: Just do the same here, but add an effect attached to the newly created unit, like :

Trigger:
  • Untitled Trigger 001
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to (Your_Unit)
    • Actions
      • Set TempPoint = (Position of (Triggering unit))
      • Unit - Remove (Triggering unit) from the game
      • -------- Just to make sure it&#039;s gone <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big Grin :D" loading="lazy" data-shortname=":D" /> --------
      • Unit - Create 1 (Your_Ruined_Unit) for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
      • Special Effect - Create a special effect attached to the overhead of (Last created unit) using Abilities\Spells\Human\CloudOfFog\CloudOfFog.mdl
      • Custom script: call RemoveLocation(udg_TempPoint)
 

Ayanami

칼리
Reaction score
288
(for (Owner of (Dying unit))) :thup: :p

First, question: Just do the same here, but add an effect attached to the newly created unit, like :

Trigger:
  • Untitled Trigger 001
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to (Your_Unit)
    • Actions
      • Set TempPoint = (Position of (Triggering unit))
      • Unit - Remove (Triggering unit) from the game
      • -------- Just to make sure it&#039;s gone <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big Grin :D" loading="lazy" data-shortname=":D" /> --------
      • Unit - Create 1 (Your_Ruined_Unit) for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
      • Special Effect - Create a special effect attached to the overhead of (Last created unit) using Abilities\Spells\Human\CloudOfFog\CloudOfFog.mdl
      • Custom script: call RemoveLocation(udg_TempPoint)

Won't the Special Effect leak?
 
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