New page + add wood

Mealstorm

Member
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2
I have 2 problems.

1st: How can I add more wood to tree?

2nd: I want to give more pages to building for example: On 1st page will be units. On 2nd page will be researchs for melee units. On 3rd page will be research for ranged units. I hope you understand me :D.
 

Squishy

You can change this now in User CP.
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127
1. Increase it's health.
2. Spellbooks? Don't completely get what your saying.
 

Delgado

New Member
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4
with first i can probabley help have u tried going into object editor?
object editor - doodad's - (???) Tree - Stats - XX Amount of Lumber
is the only way i can think of trying to get the lumber a different amount
or u can try the game constants ! use your custom constants and set amount of lumber from tree XX amount
 

Mealstorm

Member
Reaction score
2
with first i can probabley help have u tried going into object editor?
object editor - doodad's - (???) Tree - Stats - XX Amount of Lumber
is the only way i can think of trying to get the lumber a different amount
or u can try the game constants ! use your custom constants and set amount of lumber from tree XX amount

hmm there is not amount of lumber.. only for repair

In constans I was trying to find this x times, but nothing I found
 

Delgado

New Member
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4
ok have u tried the game constants? that im more sure about than the Object editor
 

Darthfett

Aerospace/Cybersecurity Software Engineer
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615
1. Set the health of the tree to the amount of lumber you want the tree to have. Workers are actually attacking the tree, and the game gives them one lumber to carry.

2. There is no way to give it pages. However, you can try putting spellbooks inside spellbooks, and make the spells inside dummy spells.
 

Mealstorm

Member
Reaction score
2
This I found in one old but good map

Code:
Go to Tech
    Events
        Unit - A unit owned by Player 1 (Red) Starts the effect of an ability
        Unit - A unit owned by Player 2 (Blue) Starts the effect of an ability
        Unit - A unit owned by Player 3 (Teal) Starts the effect of an ability
        Unit - A unit owned by Player 4 (Purple) Starts the effect of an ability
        Unit - A unit owned by Player 5 (Yellow) Starts the effect of an ability
        Unit - A unit owned by Player 6 (Orange) Starts the effect of an ability
        Unit - A unit owned by Player 7 (Green) Starts the effect of an ability
        Unit - A unit owned by Player 8 (Pink) Starts the effect of an ability
        Unit - A unit owned by Player 9 (Gray) Starts the effect of an ability
        Unit - A unit owned by Player 10 (Light Blue) Starts the effect of an ability
    Conditions
        Or - Any (Conditions) are true
            Conditions
                (Ability being cast) Equal to Go to Research Page 
                (Ability being cast) Equal to Go to Tech Page 
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Ability being cast) Equal to Go to Research Page 
            Then - Actions
                Unit - Remove Go to Research Page  from (Triggering unit)
                Unit - Remove Tech: Airplanes  from (Triggering unit)
                Unit - Remove Tech: Infantry  from (Triggering unit)
                Unit - Remove Tech: Tanks  from (Triggering unit)
                Unit - Remove Tech: Destruction  from (Triggering unit)
                Unit - Remove Tech: Towers  from (Triggering unit)
                Set player = (Owner of (Triggering unit))
                Trigger - Run Researches Back <gen> (ignoring conditions)
            Else - Actions
                Unit - Remove Research Armor  from (Triggering unit)
                Unit - Remove Research Defense  from (Triggering unit)
                Unit - Remove Research Grain Farming  from (Triggering unit)
                Unit - Remove Research Houses  from (Triggering unit)
                Unit - Remove Research Weapons  from (Triggering unit)
                Unit - Remove Research Wood Cutting  from (Triggering unit)
                Unit - Remove Research Health Enchantment  from (Triggering unit)
                Unit - Remove Research Regeneration  from (Triggering unit)
                Unit - Remove Research Precision  from (Triggering unit)
                Unit - Remove Research Building  from (Triggering unit)
                Unit - Remove Research Movement  from (Triggering unit)
                Unit - Remove Go to Tech Page  from (Triggering unit)
                Unit - Add Go to Research Page  to (Triggering unit)
                If ((Current research level of Tech Infantry  for (Owner of (Triggering unit))) Less than 10) then do (Unit - Add Tech: Infantry  to (Triggering unit)) else do (Do nothing)
                If ((Current research level of Tech Tanks  for (Owner of (Triggering unit))) Less than 10) then do (Unit - Add Tech: Tanks  to (Triggering unit)) else do (Do nothing)
                If ((Current research level of Tech Airplanes  for (Owner of (Triggering unit))) Less than 10) then do (Unit - Add Tech: Airplanes  to (Triggering unit)) else do (Do nothing)
                If ((Current research level of Tech Towers  for (Owner of (Triggering unit))) Less than 10) then do (Unit - Add Tech: Towers  to (Triggering unit)) else do (Do nothing)
                If ((Current research level of Tech Destruction  for (Owner of (Triggering unit))) Less than 10) then do (Unit - Add Tech: Destruction  to (Triggering unit)) else do (Do nothing)

I think I do some changes and it will work...
 

NaPzt3R

You can change this now in User CP.
Reaction score
38
This I found in one old but good map

Code:
Go to Tech
    Events
        Unit - A unit owned by Player 1 (Red) Starts the effect of an ability
        Unit - A unit owned by Player 2 (Blue) Starts the effect of an ability
        Unit - A unit owned by Player 3 (Teal) Starts the effect of an ability
        Unit - A unit owned by Player 4 (Purple) Starts the effect of an ability
        Unit - A unit owned by Player 5 (Yellow) Starts the effect of an ability
        Unit - A unit owned by Player 6 (Orange) Starts the effect of an ability
        Unit - A unit owned by Player 7 (Green) Starts the effect of an ability
        Unit - A unit owned by Player 8 (Pink) Starts the effect of an ability
        Unit - A unit owned by Player 9 (Gray) Starts the effect of an ability
        Unit - A unit owned by Player 10 (Light Blue) Starts the effect of an ability
    Conditions
        Or - Any (Conditions) are true
            Conditions
                (Ability being cast) Equal to Go to Research Page 
                (Ability being cast) Equal to Go to Tech Page 
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Ability being cast) Equal to Go to Research Page 
            Then - Actions
                Unit - Remove Go to Research Page  from (Triggering unit)
                Unit - Remove Tech: Airplanes  from (Triggering unit)
                Unit - Remove Tech: Infantry  from (Triggering unit)
                Unit - Remove Tech: Tanks  from (Triggering unit)
                Unit - Remove Tech: Destruction  from (Triggering unit)
                Unit - Remove Tech: Towers  from (Triggering unit)
                Set player = (Owner of (Triggering unit))
                Trigger - Run Researches Back <gen> (ignoring conditions)
            Else - Actions
                Unit - Remove Research Armor  from (Triggering unit)
                Unit - Remove Research Defense  from (Triggering unit)
                Unit - Remove Research Grain Farming  from (Triggering unit)
                Unit - Remove Research Houses  from (Triggering unit)
                Unit - Remove Research Weapons  from (Triggering unit)
                Unit - Remove Research Wood Cutting  from (Triggering unit)
                Unit - Remove Research Health Enchantment  from (Triggering unit)
                Unit - Remove Research Regeneration  from (Triggering unit)
                Unit - Remove Research Precision  from (Triggering unit)
                Unit - Remove Research Building  from (Triggering unit)
                Unit - Remove Research Movement  from (Triggering unit)
                Unit - Remove Go to Tech Page  from (Triggering unit)
                Unit - Add Go to Research Page  to (Triggering unit)
                If ((Current research level of Tech Infantry  for (Owner of (Triggering unit))) Less than 10) then do (Unit - Add Tech: Infantry  to (Triggering unit)) else do (Do nothing)
                If ((Current research level of Tech Tanks  for (Owner of (Triggering unit))) Less than 10) then do (Unit - Add Tech: Tanks  to (Triggering unit)) else do (Do nothing)
                If ((Current research level of Tech Airplanes  for (Owner of (Triggering unit))) Less than 10) then do (Unit - Add Tech: Airplanes  to (Triggering unit)) else do (Do nothing)
                If ((Current research level of Tech Towers  for (Owner of (Triggering unit))) Less than 10) then do (Unit - Add Tech: Towers  to (Triggering unit)) else do (Do nothing)
                If ((Current research level of Tech Destruction  for (Owner of (Triggering unit))) Less than 10) then do (Unit - Add Tech: Destruction  to (Triggering unit)) else do (Do nothing)

I think I do some changes and it will work...

Make 3 versions of the building. One with units, one with researches and one with whatever else you want. Then make three abilitys, one for each version of the building and give it to them. Then make a trigger that replaces the building with the other version of it, when the ability is used.


...Wow, that's was kinda long.
 

Mealstorm

Member
Reaction score
2
Make 3 versions of the building. One with units, one with researches and one with whatever else you want. Then make three abilitys, one for each version of the building and give it to them. Then make a trigger that replaces the building with the other version of it, when the ability is used.


...Wow, that's was kinda long.

I think this will be enought for that I need.

There are much longer triggers in that map :D
 
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