Titan Posted January 2, 2002 Share Posted January 2, 2002 I am making a revised version of Blue Night in Seoul scenario. I need help in minor things such as resources, and making them infinite, or nearly infinite. I cannot find the variable that makes a unit or building invincible, and I don't know what else to do. (plus, if i find out how, i can cut down on trees, and make more room ). Link to comment Share on other sites More sharing options...
Heavyarms Posted January 2, 2002 Share Posted January 2, 2002 hmm, well, there is no way to make them INVINCIBLE, but I know how you can make them incredibly strong. Link to comment Share on other sites More sharing options...
Titan Posted January 2, 2002 Author Share Posted January 2, 2002 Well, what I meant was that i want to make them have HIGH values, like 1 nova crystal patch has say 5000 nova instead of 800, and a tree, instead of having 175 carbon would have about the same. Is there any way to do this? Link to comment Share on other sites More sharing options...
Havoc Stryphe Posted January 2, 2002 Share Posted January 2, 2002 Ther is no way to change the value of an ore or nova patch. All you can do is place more nova or ore on the map. As far as invincible units or structures, there is no way to make them invincible, however... You can use the change Hp trigger to make them incredibly strong or... create a trigger that replaces the unit or building immediatley after it's destruction. not quite cut and dry, but it will appear invincible anyways. Link to comment Share on other sites More sharing options...
Titan Posted January 2, 2002 Author Share Posted January 2, 2002 Well, I've gotten past one barrier. The next thing i need to do is how to do mass triggers, i.e. if one patch runs out, it automatically recreate itself. I also don't want to make a trigger for EVERY patch in the base :/. Is there a way to garrison select mineral patches, and i only have to set one trigger per resource? Link to comment Share on other sites More sharing options...
Havoc Stryphe Posted January 2, 2002 Share Posted January 2, 2002 I don't believe so, at least not in the cut & dry manner you stated. However, you could use building specific garrison selects, and "link" one building for ore and one for nova. There may be an easier way, but I am unaware of it. But if you wait just a little while longer Stan|SCN Punk will be on and he will surely be able to answer your questions. He's probably the single most knowledgable "Regular" on these boards when it comes to the editor and everything related to it. So hang in there and He should shed some light on your questions. Link to comment Share on other sites More sharing options...
Guest Stan|SCN Punk Posted January 2, 2002 Share Posted January 2, 2002 Well, there is no way of modifying the amount of resources a single nova or ore unit (or carbon) is worth, and there is no way of making nova patches "regenerate". The only offset to what you can do is maybe tribute the player x amount of nova from a dummy player when he gathered x amount of nova. Link to comment Share on other sites More sharing options...
Heavyarms Posted January 2, 2002 Share Posted January 2, 2002 he's right, the create object only works with a unit. Link to comment Share on other sites More sharing options...
Titan Posted January 2, 2002 Author Share Posted January 2, 2002 Well, thanks for your help. I hope Stan can help me, and I'll try to make this the best scenario possible. Link to comment Share on other sites More sharing options...
Heavyarms Posted January 2, 2002 Share Posted January 2, 2002 I'm not helpful? Geez! Link to comment Share on other sites More sharing options...
Titan Posted January 2, 2002 Author Share Posted January 2, 2002 Well, I didn't mean anything bad by that, I meant that you're going to have to suffer with little space on an otherwise l33t map! MUAhAHHAA! It would be helpful to reduce the amount of resources i have to put on there, but there could possibly be enough space, if you pack it in tight, or take over someone elses base. Link to comment Share on other sites More sharing options...
Heavyarms Posted January 3, 2002 Share Posted January 3, 2002 you could make the map gigantic. Link to comment Share on other sites More sharing options...
Guest Stan|SCN Punk Posted January 5, 2002 Share Posted January 5, 2002 Well, a gigantic sized map will cause lag, plus it's much more difficult to add details like eyecandy to it. Generally speaking, never use any map size larger than Normal (6 Player) in custom scenarios. Link to comment Share on other sites More sharing options...
Titan Posted January 5, 2002 Author Share Posted January 5, 2002 Well, I have everything finished, EXCEPT for the barriers. I've had a hard time using water, and I'm thinking many many layers of walls would work. Can neutral walls be put in? Link to comment Share on other sites More sharing options...
DashRendar Posted January 5, 2002 Share Posted January 5, 2002 Well you could always just make another player and if you want the gates (if there are any) to open just make the player ally to all and if you don't make it enemy but make sure that all players think the wall is an ally so they can't attack it...unless you want them to... Link to comment Share on other sites More sharing options...
Guest Stan|SCN Punk Posted January 5, 2002 Share Posted January 5, 2002 Gaia player walls convert as soon as a human player touches them. Using a dummy player's walls wastes a player (so only 7 players will be available at best), and the players can always use attack ground to cheat and destroy the barriers. Use cliffs instead for barriers. Link to comment Share on other sites More sharing options...
Titan Posted January 5, 2002 Author Share Posted January 5, 2002 When I've played, Shield walls are almost impossible to destroy, plus, the walls are 9 or 10 layers thick , which would take forever to destroy. I tried using cliffs, but they just don't seem to work right without having elevation, and elevation is extremely hard to place properly. Link to comment Share on other sites More sharing options...
Guest Stan|SCN Punk Posted January 6, 2002 Share Posted January 6, 2002 Cliffs only work right when the terrain is flat. An alternative to this would simply be using a looping task object trigger that sends all units approaching the restricted area back. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.