Author Topic: Building Specs  (Read 5295 times)

StrikerShot21

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Building Specs
« on: 10 November 2004, 21:30:29 »
Is there a way to make a building be able to produce "one" of a certain unit? I want a special commando for my game but I don't want people building thousands of these special units and wiping out everyone. I also came up with an ingenious way of allowing certain buildings to rotate but it will need the ability to only produce "one" of a certain unit for the idea to work.
« Last Edit: 1 January 1970, 00:00:00 by StrikerShot21 »

martiño

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« Reply #1 on: 10 November 2004, 21:56:26 »
You can do this by creating a resource with initial amount of 1, and then make this unit cost 1 unit of this resource.
« Last Edit: 1 January 1970, 00:00:00 by martiño »

StrikerShot21

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« Reply #2 on: 10 November 2004, 22:03:57 »
that would work with the commando but not the rotating building. I wanted to have a system where you build blank gun emplacements. Then you build a unit (the gun itself) that would appear on top of it (adjust the height in 3DS Max and use the building walkthrough thing in the XML)
« Last Edit: 1 January 1970, 00:00:00 by StrikerShot21 »

StrikerShot21

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« Reply #3 on: 23 January 2005, 22:43:34 »
A building upgrade wouldn't work because buildings can't rotate on a certain axis. What I am thinking is make it where units can only appear on certain terrain/structure. That way the unit (turret gun) could be placed on top of the turret mount but since it's a seperate unit, it can rotate while still making the illusion that it's connected to the turret base. If that makes sense to you.
« Last Edit: 1 January 1970, 00:00:00 by StrikerShot21 »

Ropi

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Ropi
« Reply #4 on: 1 February 2005, 10:54:45 »
Hi!

I undeerstand what Striker says.
Worker builds a gun emplacement ---> the gun emplacement has a "produce" skill that builds a gun on it.

I can only think of 1 way.
But that needs the editing of the source code:
...make a new command similar to produce and put the command morph after it. So if u use the skill "Build Gun", it will build a gun and morph to the same gun emplacement only with the difference that it has no produce skill.
So a gun (that has a rotating gun and still base) needs 3 units/xmls in the faction/unit file.
(no need for more resources)

Hope it help, and u can find someone who can edit the source code for it. :D (this is for a size 1 gun and that is too small) (only 1 3 5 size guns can be used for this purpose, but maybe 2 4 will work too)
To counter that is to make the size 3 and cellmap
111
101
111
But it is to big. but maybe that is just me.
« Last Edit: 1 January 1970, 00:00:00 by Ropi »

StrikerShot21

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« Reply #5 on: 14 February 2005, 01:33:22 »
Maybe someone can adjust the cellmap sizes in the source code. the
000
010
000 would work if the cellmaps were smaller.
« Last Edit: 1 January 1970, 00:00:00 by StrikerShot21 »