The cost should be shown properly if you set the mineral cost of the unit itself. Maybe you can give us the steps you used to create the morph ability.
I used the morph ability based from the planetary fortress for my TDs and I had no mineral issues.
I took the morph ability from banelines, it works like this I believe...
ability Flame Tower Morph 1
actor Flame Tower Morph 1 links from ability
actor tells unit to change from 1->2
the costs for the units are set just fine, but there's something else in there that's causing the resource to be shown improperly. I may take a look at the planetary fortress morph and see how they do it, but would really prefer not to redo 30 morphs :(
Sorry, I don't like to give away too many details....this is a very closed-door project.
Hi there not sure if you have implement the posted methods yet but I just did this and this is what I did. This seems to be the most efficient solution. I simply made a new bogus ability called Sell and based it off of stop, added it to my towers, then created this trigger...
event
Unit - Any unit uses Stop at Generic6 - Complete stage (ignore shared abilities)
...
actions
unit - remove (triggering unit) from the game
player - modify player(triggering player) minerals: add
I did a custom script for this and put in (UnitTypeGetCost(UnitGetType(EventUnit()),c_unitCostMinerals))*75/100
75 is percentage of value to be returned.
Hello everyone, I have been working on a line tower wars for quite some time now (almost 2 months now?) and so far haven't had any problems that I needed much outside help on. The trigger editor is absolutely beautiful in the editor if you have knowledge of structural based programming. The data editor seems to be way more OO orientated, which is great and all but definitely comes with its downsides.
Anyways, enough ranting.... I'm having a bit of a problem with my line tower wars, and a funny one at that. My towers have the ability to morph from one to another, and when I set the cost of say tower 1 to 10 and tower 2 to 20, when you upgrade to 1 to 2, it will only cost you 10 minerals. Nothing wrong there, but...for some reason starcraft in its infinite wisdom decides it will display a different amount when you use the upgrade button. Is there a way to either a) hide the resource cost of the upgrade, so I can put in my own tool tip OR b) change the settings somehow so the minerals shown are proper. The thing I find odd is I used the same method that Blizzard uses to morph a zergling into a baneling and they have no problems showing the proper amount resources.
Any and all help is always appreciated, thank you.
0
I took the morph ability from banelines, it works like this I believe...
ability Flame Tower Morph 1 actor Flame Tower Morph 1 links from ability actor tells unit to change from 1->2 the costs for the units are set just fine, but there's something else in there that's causing the resource to be shown improperly. I may take a look at the planetary fortress morph and see how they do it, but would really prefer not to redo 30 morphs :(
Sorry, I don't like to give away too many details....this is a very closed-door project.
0
Hi there not sure if you have implement the posted methods yet but I just did this and this is what I did. This seems to be the most efficient solution. I simply made a new bogus ability called Sell and based it off of stop, added it to my towers, then created this trigger...
event Unit - Any unit uses Stop at Generic6 - Complete stage (ignore shared abilities)
...
actions unit - remove (triggering unit) from the game player - modify player(triggering player) minerals: add I did a custom script for this and put in (UnitTypeGetCost(UnitGetType(EventUnit()),c_unitCostMinerals))*75/100 75 is percentage of value to be returned.
This script is very generic and efficient, enjoy!
0
Hello everyone, I have been working on a line tower wars for quite some time now (almost 2 months now?) and so far haven't had any problems that I needed much outside help on. The trigger editor is absolutely beautiful in the editor if you have knowledge of structural based programming. The data editor seems to be way more OO orientated, which is great and all but definitely comes with its downsides.
Anyways, enough ranting.... I'm having a bit of a problem with my line tower wars, and a funny one at that. My towers have the ability to morph from one to another, and when I set the cost of say tower 1 to 10 and tower 2 to 20, when you upgrade to 1 to 2, it will only cost you 10 minerals. Nothing wrong there, but...for some reason starcraft in its infinite wisdom decides it will display a different amount when you use the upgrade button. Is there a way to either a) hide the resource cost of the upgrade, so I can put in my own tool tip OR b) change the settings somehow so the minerals shown are proper. The thing I find odd is I used the same method that Blizzard uses to morph a zergling into a baneling and they have no problems showing the proper amount resources.
Any and all help is always appreciated, thank you.