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Staredit Network -> Modding Assistance -> Changing starting units
Report, edit, etc...Posted by SubFocus on 2006-11-25 at 02:31:43
How can I change the unit that you start with during gameplay? Like, how could I make it so that if you play as Zerg for example it gives you a single drone at the start of a match, instead of the 4 drones and 1 hatchery?
Report, edit, etc...Posted by WoAHorde2 on 2006-11-25 at 02:37:17
I may be wrong, but I believe it is hardcoded. Although you could possibly kill some of the unwanted units off at the beginning with .Got editing. Lord_Agamemnon killed his minerals and geysers off at the beginning through .Got editing I believe.
Report, edit, etc...Posted by Kookster on 2006-11-25 at 02:57:14
yeah he did, he also added in new triggers that give you money from buildings, pretty cool Idea I think.
Report, edit, etc...Posted by Ermac on 2006-11-25 at 07:03:21
Actually i've heard of small mod that added a gametype called sth like "zerg civil war" which did just that, it gave player just one drone and 1000 minerals.. Although, I think something more advanced can't be done..
Report, edit, etc...Posted by Voyager7456(MM) on 2006-11-25 at 09:02:08
There is a way to give a player 4 workers instead of 4 workers and a building through .got editing. Besides that, you'd need to do some EXE editing.
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-11-25 at 14:17:01
You could add a couple triggers into the .trg file for the game type, as follows:
CODE

Condition: -Always
Action: -Remove all Zerg Drone for All Players


And then make them build a Drone and put in
CODE

Condition:
-Current Player Commands at least 1 Zerg Drone
-Current Player Custom Score is exactly 0
Action:
-Remove all Zerg Hatchery for Current Player
-Set Current Player Custom Score to 1
-Preserve Trigger

That would make them build one drone and then remove the hatchery when it completes. Not the most elegant solution, but the best you can get with .gots and .trgs.
Report, edit, etc...Posted by scwizard on 2006-11-26 at 20:24:54
How is CTF different.

CTF changed the units created at the start location, so it can't be THAT hard coded...
Report, edit, etc...Posted by Laser_Dude on 2006-11-28 at 22:29:32
Why not just have a trigger that removes 3 drones and a hatchery, instead of all this 'all' stuff

Always

Remove 3 drone for current player
Remove 1 hatchery for current player
Report, edit, etc...Posted by TheNomad on 2006-11-28 at 22:53:14
QUOTE(scwizard @ Nov 27 2006, 04:24 AM)
How is CTF different.

CTF changed the units created at the start location, so it can't be THAT hard coded...
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Well I opened the triggers eventually since I got pissed off at moving in circles and I was desperate (sorry for snooping Blizz wink.gif ) and the triggers don't control the unit placement, just game rules like the score and Vict/Def conditions.

QUOTE(Laser_Dude @ Nov 29 2006, 06:29 AM)
Why not just have a trigger that removes 3 drones and a hatchery, instead of all this 'all' stuff

Always

Remove 3 drone for current player
Remove 1 hatchery for current player
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Cos yours runs only once and he can make a new Hatchery wink.gif
Report, edit, etc...Posted by Ihjel on 2006-11-29 at 10:35:34
QUOTE(TheNomad @ Nov 29 2006, 04:53 AM)
Cos yours runs only once and he can make a new Hatchery wink.gif
[right][snapback]596487[/snapback][/right]

who said he shouldnt be able to ermm.gif he was only talking starting units
Report, edit, etc...Posted by TheNomad on 2006-11-29 at 10:39:35
Yes but his example was to stop a player from doing this, hence "Preserve Trigger".
Report, edit, etc...Posted by ShadowFlare on 2006-11-29 at 13:52:25
QUOTE(TheNomad @ Nov 29 2006, 09:39 AM)
Yes but his example was to stop a player from doing this, hence "Preserve Trigger".
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In that case it would only be a little different; the part for removing hatcheries would instead be in a separate trigger which has preserve trigger in it.
Report, edit, etc...Posted by Laser_Dude on 2006-11-29 at 20:45:25
Isn't it possible to change buildable units, too?
Report, edit, etc...Posted by Kookster on 2006-11-29 at 21:13:35
Forget about the constant trigger. Just make it so the drone cant build a hatchery anymore.

So all you need to do is remove however many workers.
do each trigger seperate for the players, dont do all players cause that can screw up.
Just make it so its like this:
Trigger
Players:
¤ Player...
Conditions:
¤ Always
Actions:
¤ Remove 3 men at Anywhere for current player


Make which ever building not buildable by that unit or change its requirements. There done. Or you could just make it so you cant build anymore of the worker unit from that building. Just think out of the box guys.
Report, edit, etc...Posted by TheNomad on 2006-11-29 at 21:17:20
Well, Laser_Dude, I don't think the EXE looks for all units that have the "Build" property. I think it just has the units IDs stored somewhere. F.E. The "Siege Mode" actually says "if the ID is 23 then <-> 25"; "if the ID is 5 then <-> 30". Same for the "Init Arbiter". "If the unit ID is NOT 71 or 86, then cloak". I suspect something like "if Owner is Z, create unit 41, if the Owner is P, than create ID 64, otherwise if he's T, create ID 7". (That's actually the order he looks for races in most orders too).

There is only one tool that MIGHT let you change this, but I am not sure if it will just do something like "if the Owner is T, than create ID X" and you choose X or it will let you add multiple IDs, like say, 4 SCVs, 2 Marines and 1 Wraith. Although that's up to DoA smile.gif
Report, edit, etc...Posted by DiscipleOfAdun on 2006-11-30 at 18:01:06
Right. Normally, the exe places a main building for the race at the start pos, 4 workers, and in the case of zerg, 1 overlord. CTF is hardcoded, as is all the other starting types that aren't UMS.

The most I can do in FG is allow you to change the ID's of each and the number created. wink.gif
Report, edit, etc...Posted by TheNomad on 2006-11-30 at 18:09:45
QUOTE(DiscipleOfAdun @ Dec 1 2006, 02:01 AM)
The most I can do in FG is allow you to change the ID's of each and the number created. wink.gif 
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I guessed it was harder to add such jumps sad.gif
So I assume the same will be the case for Sieging ? Too bad it's not like the morph limit of Z buildings (FROM and TO values).
Report, edit, etc...Posted by SubFocus on 2006-12-02 at 23:37:45
QUOTE(DiscipleOfAdun @ Nov 30 2006, 07:01 PM)

The most I can do in FG is allow you to change the ID's of each and the number created. wink.gif 

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So, could I possibly make that number 0?
Report, edit, etc...Posted by TheNomad on 2006-12-03 at 09:57:06
Well, I don't see a problem, except that the GOTRGs have to be changed since the defeat condition = no buildings. Unless you mean only workers smile.gif
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