Hi, I saw in the map hero attack, when nearby players approached to xel'naga tower, they can capture the tower with buying it and still opposite players can recapture it by buying it again
so I am using this mechanic to other buildings in my map. so when players approach to the building, they can capture the building by buying it and players can use this building to make units but other opponent can capture it again too if they approach to the building again and buy it.
I have not seen what you descried in a map personally before, but it sounds like it's triggered, and maybe a touch of some behaviors.
It's most likely something along the lines of an area search behavior which can be called by a running trigger which switches player control of the tower. After that, you can add a dummy 'buy' ability which will trigger the unit's owner again.
the first thing that crossed my mind was using shared control and an ability everyone can use ("buy") which applies a behaviour that changes the owner (Im pretty sure thats possible). Maybe you would have to add a requirement to the "train units" abilities to check for the owner (dont know if thats possible).
I think triggers are the easy way to do this. Not as cool/nice/awesome as a data-solution of course but easier ;-) .
I realize this is a necro, but just to answer the question incase others had the same...
Hero Attack uses both triggers and data. The tower stays neutral, but applies an effect and behavior. The effect finds the base main unit and then applies a modify unit effect which mimics that team's color (keeping the tower as neutral). Then the effect also applies a behavior which shares the unit's vision with the team. There are more methods to the madness, but that's the gist.
For future reference. anyone curious to know the mechanic in an arcade game would probably be better off posting here and on the forums for that particular arcade game. (Google the mod name to see if it turns up any results)
Hi, I saw in the map hero attack, when nearby players approached to xel'naga tower, they can capture the tower with buying it and still opposite players can recapture it by buying it again
so I am using this mechanic to other buildings in my map. so when players approach to the building, they can capture the building by buying it and players can use this building to make units but other opponent can capture it again too if they approach to the building again and buy it.
I saw similar mechanic in other maps too
@kogits35: Go
I have not seen what you descried in a map personally before, but it sounds like it's triggered, and maybe a touch of some behaviors.
It's most likely something along the lines of an area search behavior which can be called by a running trigger which switches player control of the tower. After that, you can add a dummy 'buy' ability which will trigger the unit's owner again.
the first thing that crossed my mind was using shared control and an ability everyone can use ("buy") which applies a behaviour that changes the owner (Im pretty sure thats possible). Maybe you would have to add a requirement to the "train units" abilities to check for the owner (dont know if thats possible).
I think triggers are the easy way to do this. Not as cool/nice/awesome as a data-solution of course but easier ;-) .
I realize this is a necro, but just to answer the question incase others had the same...
Hero Attack uses both triggers and data. The tower stays neutral, but applies an effect and behavior. The effect finds the base main unit and then applies a modify unit effect which mimics that team's color (keeping the tower as neutral). Then the effect also applies a behavior which shares the unit's vision with the team. There are more methods to the madness, but that's the gist.
For future reference. anyone curious to know the mechanic in an arcade game would probably be better off posting here and on the forums for that particular arcade game. (Google the mod name to see if it turns up any results)