What I have are unit's spawning at a specific player owned building. That building changes player owner if it is destroyed (rather just really, really close to death) and restores to full health, now spawning units for the "capturing player." What I need to add a second, third, and fourth purchasable tier of units that will spawn on their own timer. Those units also need to stop spawning if the building changes hands and the ability to purchase that tier becomes available for the new capturing player.
Sorry if this sounds confusing. Thanks for any help.
Hum so kinda like vassal bases in war of the 12 kingdoms in Wc3 (if you have ever played that). Well are you handling spawns with behaviors or with triggers? If you doing it with behaviors just make the second third and fourth behaviors require an upgrade that is only available to there original owner. If your doing it with triggers its basically the same thing disable the ability to research the upgrades when the structure is captured. Ether way should work.
I'm using triggers for this whole mess. It's kind of confusing, but I've got most of it figured out. What I'd like to do is use other buildings that spawn the second, third, and fourth tier units to give each base a larger feel, while the outposts (weaker bases) are smaller. I'm kind of edging toward that to give real contrast to power.
My only concern right now (and I haven't tried doing this yet so I don't know how easy/hard it will be) is getting the advanced tier buildings to change control from uncontrolled to the owning player. Then I have to worry about the buildings changing back to uncontrolled if the base changes hands. And then I have to get those same buildings to again be changed to the new owning player. And if the base gets taken back by a previous owning (and upgraded) player, I need the tier able to be re-bought (this needs to be able to happen an infinite number of times).
After this all happens I need to learn how to make heroes respawnable, but that's not an issue I'll tackle until the very end. There are probably tutorials about that, I just haven't looked any of them up yet.
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What I have are unit's spawning at a specific player owned building. That building changes player owner if it is destroyed (rather just really, really close to death) and restores to full health, now spawning units for the "capturing player." What I need to add a second, third, and fourth purchasable tier of units that will spawn on their own timer. Those units also need to stop spawning if the building changes hands and the ability to purchase that tier becomes available for the new capturing player.
Sorry if this sounds confusing. Thanks for any help.
Hum so kinda like vassal bases in war of the 12 kingdoms in Wc3 (if you have ever played that). Well are you handling spawns with behaviors or with triggers? If you doing it with behaviors just make the second third and fourth behaviors require an upgrade that is only available to there original owner. If your doing it with triggers its basically the same thing disable the ability to research the upgrades when the structure is captured. Ether way should work.
I'm using triggers for this whole mess. It's kind of confusing, but I've got most of it figured out. What I'd like to do is use other buildings that spawn the second, third, and fourth tier units to give each base a larger feel, while the outposts (weaker bases) are smaller. I'm kind of edging toward that to give real contrast to power.
My only concern right now (and I haven't tried doing this yet so I don't know how easy/hard it will be) is getting the advanced tier buildings to change control from uncontrolled to the owning player. Then I have to worry about the buildings changing back to uncontrolled if the base changes hands. And then I have to get those same buildings to again be changed to the new owning player. And if the base gets taken back by a previous owning (and upgraded) player, I need the tier able to be re-bought (this needs to be able to happen an infinite number of times).
After this all happens I need to learn how to make heroes respawnable, but that's not an issue I'll tackle until the very end. There are probably tutorials about that, I just haven't looked any of them up yet.