Hey there, I have a few questions regarding command cards. Please excuse me if I am in the wrong sub-forum but I am not sure if this is done with Data or Triggers. I prefer for this to be done with Data but if it would be easier to do with Triggers then I would prefer Triggers.
1.) In my map I have a neutral player (player 0) and then several other players in the game. The neutral player has only a few buildings consisting of defenses and a base. On the base there is a upgrade button that will upgrade the base. I want any player to be able to click on the base and when hitting the upgrade button it will spend there money to upgrade it, not the neutral players cash. Example: Player 3 clicks on the base and the clicks the Upgrade Base Button for 10 minerals, it then takes 10 minerals from Player 3 and then applies the upgrade to player 0.
2.) Similar to number 1, in that same base there is a submenu to buy additional units and upgrades. When a player clicks on a button to purchase a unit or upgrade, I want it to spend the purchasing players money and then give them the upgrade/unit that they purchased. Example: Player 2 decides to purchase a Marine for 10 minerals and Combat Shield Upgrade for 5 minerals. It then takes 10 minerals from Player 2 for the marine, and gives Player 2 the Marine. Then Player 2 purchases the Combat Shield Upgrade, it takes 5 minerals from Player 2 and gives Player 2 the Combat Shield Upgrade.
I hope all of that makes sense. Thanks for the help!
@ChedderCheese21: Go You can make it using data. You need to give that building an ability similar to the one used by Xel'Naga towers, but checking the "share control" or "allow control" flag (I don't remembe the exact name). Then you can give this building the ability you want. But it won't be a standard research ability, as it would research for the player clicking on it, not the neutral player.
Number 2 will automatically happen if you give the train and research abilities to the neutral building along with what I described. If I remember it right the type of ability is called "Interact".
Disregarding #2, I want it to upgrade for the neutral player not the player that is clicking the button. I want it so that Player 3 clicks on the neutral player's base and then clicks the Upgrade Button. It then subtracts the minerals from Player 3 and applies the upgrade to the Neutral player, not Player 3.
@ChedderCheese21: Go It is possible. Every ability resource cost will be automatically subtracted from the player who activated it. In order to give the upgrade to the neutral player I think you can use an "Effect - Instant" type of ability that calls an "Issue Order" effect. This Issue order effect will make the building start researching what you want, but for the neutral player, not the player who used the ability.
I don't remember all the details right now and it may require a few more details, but it should work.
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Hey there, I have a few questions regarding command cards. Please excuse me if I am in the wrong sub-forum but I am not sure if this is done with Data or Triggers. I prefer for this to be done with Data but if it would be easier to do with Triggers then I would prefer Triggers.
1.) In my map I have a neutral player (player 0) and then several other players in the game. The neutral player has only a few buildings consisting of defenses and a base. On the base there is a upgrade button that will upgrade the base. I want any player to be able to click on the base and when hitting the upgrade button it will spend there money to upgrade it, not the neutral players cash. Example: Player 3 clicks on the base and the clicks the Upgrade Base Button for 10 minerals, it then takes 10 minerals from Player 3 and then applies the upgrade to player 0.
2.) Similar to number 1, in that same base there is a submenu to buy additional units and upgrades. When a player clicks on a button to purchase a unit or upgrade, I want it to spend the purchasing players money and then give them the upgrade/unit that they purchased. Example: Player 2 decides to purchase a Marine for 10 minerals and Combat Shield Upgrade for 5 minerals. It then takes 10 minerals from Player 2 for the marine, and gives Player 2 the Marine. Then Player 2 purchases the Combat Shield Upgrade, it takes 5 minerals from Player 2 and gives Player 2 the Combat Shield Upgrade.
I hope all of that makes sense. Thanks for the help!
@ChedderCheese21: Go You can make it using data. You need to give that building an ability similar to the one used by Xel'Naga towers, but checking the "share control" or "allow control" flag (I don't remembe the exact name). Then you can give this building the ability you want. But it won't be a standard research ability, as it would research for the player clicking on it, not the neutral player.
Number 2 will automatically happen if you give the train and research abilities to the neutral building along with what I described. If I remember it right the type of ability is called "Interact".
Disregarding #2, I want it to upgrade for the neutral player not the player that is clicking the button. I want it so that Player 3 clicks on the neutral player's base and then clicks the Upgrade Button. It then subtracts the minerals from Player 3 and applies the upgrade to the Neutral player, not Player 3.
@ChedderCheese21: Go It is possible. Every ability resource cost will be automatically subtracted from the player who activated it. In order to give the upgrade to the neutral player I think you can use an "Effect - Instant" type of ability that calls an "Issue Order" effect. This Issue order effect will make the building start researching what you want, but for the neutral player, not the player who used the ability.
I don't remember all the details right now and it may require a few more details, but it should work.