Sharing A Building with an Alliance

BlackRabbit

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I am looking for a way to share a single upgrade tower with everyone in my TD so that I don't have to have extra buildings bumming around. Is there any way I can share a tower that offers Upgrades so that anyone can buy their upgrades from just one tower, or would it make just more logical sense to make a building for each person?
 

Necrach

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You COULD base it off a hero tavern, and make each hero represent (and look like) an upgrade. When a player buys a hero, remove it from the game and grant the upgrade. The other players will still be able to buy that hero from the tavern! I do believe that removing the hero will not make it available again, but I am not sure.. (my bad if it's the case)

Remember to remove any hero restrictions if you are making this. You might be able to even add level 2 to upgrades etc, with adding heroes to tavern after one is bought-

The only bad thing is that there cannot be a research time on the upgrades, they will be instantly researched :eek:
 

TomTTT

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What I did was created a shop, changed it's look and created upgrades (you don't even have to change anything about them - just the name). Now set all upgrades to a variable array and all item to arrays, and if the Item bought equal to Item[Integer A] then set the research level of Upgrade[Integer A] to the owner.
 

BlackRabbit

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Would the game run smoother if there was only one shop? Because these triggers seem like it would be just as easy to make two buildings, as opposed to that as I am. I wish there was just a way to share a building that people could buy different stuff from =P Maybe I'll do what Tom mentioned; it seems like the closest thing I'm looking for, but thanks to both of you for the ideas. I'll keep hunting around.
 

Necrach

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Another suggestion is to make a neutral building for visuals, but that is unselectable. Then make invisible units (imported, invisible model so that they CAN be selected) with right size selection circles for each player, and place all of them right at the neutral building. This way, every player will have their own unit for researching upgrade, but it will look like they are all using the same building!
 

TomTTT

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Another suggestion is to make a neutral building for visuals, but that is unselectable. Then make invisible units (imported, invisible model so that they CAN be selected) with right size selection circles for each player, and place all of them right at the neutral building. This way, every player will have their own unit for researching upgrade, but it will look like they are all using the same building!

I really like that idea, but maybe you'll accidently select a building that is not owned by you? It will appear as a bug, altho it won't be.
I suggest create at the sides, with an invisible model, a building with upgrade (just like Necrach said, but on the sides) and then create a neutral in the middle. When a player selects it, clear the selection for him and select the shop[(Player number of (Triggering player))] (forgot to mention, set all shops to variables and do as said above)
 

BlackRabbit

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I foresaw that happening; the wrong selection of a building would get my e-mail inbox flooded with bug reports. I guess it would be a bug if you clicked on what you wanted and it wouldn't work. I thought about bumping the selection to another unit when that one is selected. I don't think, however that i'll use it. But I'll map it up and post it for those interested in using something similar. Just out of curiosity, is there any way to make a unit without a model? I don't see NONE as an option anywhere...

Edit: It's not working properly, but I feel like I'm on the right path.
View attachment dummy building.w3x
 

Whoareyou.

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Import a model, make the thingy say Model, then make the model file that model and if the model imported is WRONG the model is a shadow [unclickable though and if its a hero you can F1 etc]
 

Moradiae

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using custom model, type _ as the path? (an underscore)

the editor should gives you Art - Model --- None :)
 

skyblader

You're living only because it's illegal killing.
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Hmmm... I got an idea from the above, how about try doing something like this? I attached a test map because it was a little complicated.

What this does is whenever you select the tavern at the middle, your respective building is selected.
 

Attachments

  • Tavern Testmap.w3x
    18.3 KB · Views: 154

esb

Because none of us are as cruel as all of us.
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Make a building that sells mercenaries (units). Place invisible/unselectable units around it (so they can buy them).
A player buys a unit. Bought unit matches type "Attack Upgrade", then remove last sold unit. Upgrade - Attack Upgrade for owner of triggering unit.
That might work?
 

BlackRabbit

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You COULD base it off a hero tavern, and make each hero represent (and look like) an upgrade. When a player buys a hero, remove it from the game and grant the upgrade. The other players will still be able to buy that hero from the tavern! I do believe that removing the hero will not make it available again, but I am not sure.. (my bad if it's the case)

Remember to remove any hero restrictions if you are making this. You might be able to even add level 2 to upgrades etc, with adding heroes to tavern after one is bought-

The only bad thing is that there cannot be a research time on the upgrades, they will be instantly researched

@esb: Necrach suggested this. I'll take a look at the map shortly.
 

esb

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Heroes =/= mercenaries.

Mercenaries are simple units. I'd prefer to choose simple units, don't have to worry about hero restrictions.
 

BlackRabbit

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Hmmm... I got an idea from the above, how about try doing something like this? I attached a test map because it was a little complicated.

What this does is whenever you select the tavern at the middle, your respective building is selected.

I checked out your map. It works sufficiently, but I feel like having so many buildings is a clutter. Maybe I'd make them invisible somewhere off to the side, but for now, I'll just use a building for each player.
 
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