I want to know how to reset a unit on the building queue for a feature in my new map, can anybody help me? If so, will you aide me in my map-making endeavor?
~Thank you for your assistance.
None.
Give the building to another player and give it back. This will cancel all production/research being carried out by the building.
None.
No, I mean RESET production, not simply auto-cancel it.
None.
>be faceless void >mfw I have no face
Don't believe that's possible without modding.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
Yeah, I swear I've seen the same thing, specifically in We Are Friend, but I have no idea how they did it.
None.
In We are Friend, I believe, he removed a supply depot, so you couldn't make more units, while the unit is in the process of being built to prevent it from finishing.
None.
Ah, that is pretty ingenious
However, it certainly doesn't reset the bar.
Post has been edited 1 time(s), last time on Dec 5 2009, 8:54 pm by Falkoner.
None.
Ah, that is pretty ingenious
However, it certainly doesn't reset the bar.
Actually, it does. The unit's build time shouldn't be being completed while there isn't enough supply. The building of the unit should resume from 0 as enough supply is constructed. If you aren't convinced, go ahead and try it out
None.
Does the "bring" condition detect units that are in production?
None.
O.o Well if you want to use the method of how We Are Friend does it, you just have to remove the unit constantly from the map. Say you don't want people to build a marine, use the action "Remove all Terran Marine for Current Player". It's weird but it works, but you can only use that one. You can't use "remove at location" one.
None.
In We are Friend, I believe, he removed a supply depot, so you couldn't make more units, while the unit is in the process of being built to prevent it from finishing.
Actually, it does. The unit's build time shouldn't be being completed while there isn't enough supply. The building of the unit should resume from 0 as enough supply is constructed. If you aren't convinced, go ahead and try it out
I'm not sure I understand this. For this to even theoretically work (and even then I'm not sure it will work), you'd have to remove the supply after the unit is ordered but before it starts actually building. The moment it starts to build, it will finish even if there are no supply depots. How do you detect it in time?
In the attachment, I tried detecting the loss of minerals, along with hypers, as a condition to removing the supply depot, but it didn't remove the supply depot in time to prevent the completion of the Marine.
Attachments:
None.
I just remember a reset of a goliath from a civilization game, and the resetting of all templars building in the gateway after one finishes production in an Age of Empires map.
None.
Does the "bring" condition detect units that are in production?
I don't think so.
They can be removed though.
None.
I made a mistake. Leon is correct. Constantly removing prevents it from finishing. In the attached map after you make a marine it prevents you from making another one for 5 seconds.
Attachments:
None.
I admit my method wasn't very effecient, but it was just an example...
None.
Yeah, We Are Friend has a lot of neat things to learn from xD
None.
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
saw that with building nuke progress long before.