This is what I would like to happen and I need your help to put it into action...I present the following...
You know how when a building gets destroy the normal way... Horde comes and attacks the human buildings and it then catches on fire and then just blows up!
Well, I like to change that. I like to do this, unit attacks "building". Building catches on fire, then just before it blows up the building will be removed and change to another type of building that looks like its in ruins like after a building been burned down from fire. Well, after the building has been changed I like for a trigger to be set to create some doodads of fire inside the ruin building. So, this way the building will be placed on fire and it would give a new style of a building being burned down. Say for about 15 or so seconds then the building would stop burning (nothing to burn left) and then disappear or have to be removed by a worker to recontruct the building.
Well, I need to know how to do this because its something I wish to add to my mod "Medieval Total War" this will bring a new style of buildings being burned down and also when I figure out how to use the camera controls right I'll be having the players play in a 3rd/first person view of a hero character also known as "You" as the character the king in other words. So, you would have to command your armys from that one character and build your town up from that character. No more viewing multi areas but only one view and thats only what "You see" out of the character hero eyes.
The player will have access to the mini map to give orders from it like attack command but thats all. Thats just so that they can still give orders to units across the land and sea.
I REALLY NEED TO KNOW HOW TO DO ALL THIS TRIGGERING TO FUTHER MY PROJECT. THANKS!
673 posts Sunny Singapore, the lil' red dot joined
#6
events- unit dies conditions- unit type of dying unit equal to (type) actions- remove dying unit from the game create (ruined tower) at position of dying unit
Okay, that trigger idea did work but only worked for that building type and no other but I am guessing you knew that.
Anyways this is what I did,
Event: Unit - A unit owned by Player 1 (Red) Dies
Conditions: (Unit-type of (Triggering unit)) Equal to Barracks
Action: Unit - Remove (Triggering unit) from the game Unit - Create 1 Barracks for Player 1 (Red) at (Position of (Triggering unit)) facing Default building facing degrees
Now, this is what I got...
The building was removed and the game created another. But, the created building was not placed in the same postion as the barracks was.
Any idea how to fix this? I am going to try and remove building path and collision and see how that works.
It's just a special effect. Origin might be the best place. However, buildings have more and different attachment points than units, look in the object editor to find out what they're called.