| 03-02-2003, 10:21 AM | #1 |
Hey I am trying to do so when all the buildings are dead a cinematic begins. but it won´t work. The trigger lookes like this: 1. -EVENT- Unit - A unit owned by player X DIES -CONDITION- ((Triggering unit) is A structure) Equal to True (Number of units in (Units in (Playable map area))) equal to 0 -Action- (Cinematic stuff) Thanks:D |
| 03-02-2003, 06:47 PM | #2 |
Guest | Units are still around even after they are dead. You would need to remove the units in playable area condition and replace the cinimatic actions with the following... Code:
Remove dying unit from game If (Number of units in (Units owned by Player X matching ((Matching unit) is A structure) Equal to True))) not equal to 0 then DoNothing() else execute Cinematics trigger. |
| 03-02-2003, 06:49 PM | #3 |
Guest | Wait. I take the remove from game part back...just have an AND statement for the match instead with the second condition being... Code:
(Matching Unit) is dead |
| 03-02-2003, 06:59 PM | #4 | |
I originaly posted in the other one because it was the only thread at the time, so I'm switching my response to here. It is quoted below. Also, in regards to checking for units in a region, dead units, or units that are hidden using the Unit - Hide action, are not picked for selection, so removing them is not necessary for the purposes of this check. Quote:
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| 03-02-2003, 08:59 PM | #5 |
Hmm the problem was that the trigger became active almost when you started the map. Can you solve this? Thanks:D |
| 03-02-2003, 09:16 PM | #6 |
Did something die? If your event is when a unit dies, then it shouldn't run until then. Also, are there buildings on the map already, or do players have to build them from the start? |
| 03-03-2003, 05:28 PM | #7 |
Yes there is buildings on the map, so they don´t need to build any. And the wierd thing is that something didn´t die. Hmm, got any ideas? Thanks:D |
| 03-03-2003, 06:22 PM | #8 |
Guest | Try using a periodic event instead of unit dies...make it like 3 seconds. |
