I'm making a map where players can control eachother, including spending their resources. The problem I have is that I want resources to be exclusive to the player. If you enable regular resource-sharing, all resources can be spend across every player, but I want players to maintain their own resources.
The only way I know of doing this is by triggering the costs of all the buildings and deducing resources via triggers aswell. I was hoping to do so by checking the players' resources at the moment they click on the building-button in the command cards, but I can't find the appropriate event to check at that point.
What event should I use to check the players' resources before they place a building? I would prefer checking before the player places the building(and cancelling the construction if the player doesnt have appropriate funds).
Any other way of doing buildingcosts(before the building is placed) via triggers is also appreciated.
Player control has to be done by triggers as "who controls who" can be dynamic in the map. The only problem I'm trying to circumvent is fully shared resource pools(I want players to share control, but maintain their own resourcepools), which I've been told isn't easily done. Thats the reason why I want to do my buildingcosts via triggers.
If there's another way to do this, I'd gladly do that. Otherwise I'll do it via triggers, but I'd like to check the players' available resource to the cost of the building before the building is actually placed.
That would make the unit use my own resources. I want the builder, controller by another player, to use the player's own resources, despite me issueing the order. Much alike the shared resource spending feature from alliances set with that option, only with separated resource pools.
I'm able to make players share control, thats not my issue. I feel like this thread is derailing and my question is being misinterpreted.
I'm looking for a way for a way to detect when a person clicks on the ability-button of a train-ability in the command card(before you place the building, when you're choosing where to place it). This way I can have players order other player's builders to create buildings, using the builder's owner resource pool.
I'm able to make players share control, thats not my issue. I feel like this thread is derailing and my question is being misinterpreted.
I'm looking for a way for a way to detect when a person clicks on the ability-button of a train-ability in the command card(before you place the building, when you're choosing where to place it). This way I can have players order other player's builders to create buildings, using the builder's owner resource pool.
not possible (unless you are using a shity mouse clicked event workaround)
Event: player selects building
cminerals = current minerals triggering player
handle income of triggering player ()
while (unit is selected){
set triggering player's minerals to selected player minerals
pause 0.0
}
set triggering player's minerals to cminerals + income
you will need to handle selecting multiple units etc
Hey,
I'm making a map where players can control eachother, including spending their resources. The problem I have is that I want resources to be exclusive to the player. If you enable regular resource-sharing, all resources can be spend across every player, but I want players to maintain their own resources.
The only way I know of doing this is by triggering the costs of all the buildings and deducing resources via triggers aswell. I was hoping to do so by checking the players' resources at the moment they click on the building-button in the command cards, but I can't find the appropriate event to check at that point. What event should I use to check the players' resources before they place a building? I would prefer checking before the player places the building(and cancelling the construction if the player doesnt have appropriate funds).
Any other way of doing buildingcosts(before the building is placed) via triggers is also appreciated.
Many thanks in advance
what if you did the control through data? like check the team control flag?
Player control has to be done by triggers as "who controls who" can be dynamic in the map. The only problem I'm trying to circumvent is fully shared resource pools(I want players to share control, but maintain their own resourcepools), which I've been told isn't easily done. Thats the reason why I want to do my buildingcosts via triggers.
If there's another way to do this, I'd gladly do that. Otherwise I'll do it via triggers, but I'd like to check the players' available resource to the cost of the building before the building is actually placed.
unit selection - change ownership then change back when finished
That would make the unit use my own resources. I want the builder, controller by another player, to use the player's own resources, despite me issueing the order. Much alike the shared resource spending feature from alliances set with that option, only with separated resource pools.
@Pecula: Go
no, you can make a unit controllable by other players via the data editor- I did it on my map to allow all players to lower supply depots
I'm able to make players share control, thats not my issue. I feel like this thread is derailing and my question is being misinterpreted.
I'm looking for a way for a way to detect when a person clicks on the ability-button of a train-ability in the command card(before you place the building, when you're choosing where to place it). This way I can have players order other player's builders to create buildings, using the builder's owner resource pool.
not possible (unless you are using a shity mouse clicked event workaround)
event= any unit selected
action= change ownership of selected unit to triggering player
^does that not work?
Maybe use charge abilities instead of minerals and gas to make a psuedo economy which you could then third party control.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
Event: player selects building
cminerals = current minerals triggering player
handle income of triggering player ()
while (unit is selected){
set triggering player's minerals to selected player minerals
pause 0.0
}
set triggering player's minerals to cminerals + income
you will need to handle selecting multiple units etc