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A stupid trigger Question

04-10-2003, 12:35 AM#1
Siphon
Beta seems to have reorganized all the triggers and such. This should be a very easy trigger to make yet right now for some reason I cant find it... Sitting here making 1 line boot triggers, enhanced spell triggers and all this other advanced trigger stuff and the one that stumps me is the simple one. I guarantee you as soon as I see it again im gonna kick myself. But heres what I need.

Basically if the player brings 10 footman to a location it will remove those 10 and replace it with 1 new unit. (the amount and unit type were just for an example) Anyone wanna help me feel really stupid now?
04-10-2003, 01:43 AM#2
Siphon
I forgot to mention im using that renaming the mpq idea to use the editer and as such I cant use variables. (Which is how I would solve it..) So maybe this isnt as easy as I thought. Any ideas... anyone?
04-10-2003, 01:03 PM#3
Hubie
I hope it´s right *g*

Do it that way:



Event: A Unit enters (Region)

Condition: (Integer Comparison )

Integer Comparison: ((Number of Units in (Units in (Region) matching ((Unit-Type of (Matching Unit)) = Footman) AND ((Owner of (Matching Unit = (Player ))))) gleich 10) and ((Unit-Type of (Entering Unit)) = Footman)

Action:
Unitgroup - Pick every unit in (Units in (Region)) and do (if ((Unit-type of (picked Unit)) = footman then do (Unit - Explode (picked unit [or something else])) else do (Unit - Create 1 (Unit) for (Player) at Center/Random Point of (Region) facing (custom)


Custom means which creating of Units u choose =)
There´re 2 possibilities, Facing point and (don´t knwo in english gg)

I don´t garant that this works, but I expect :p

I also have problems with the editor, cause it´s a bit buggy, or I am a little n00b :>

It´s a bit complicate but I hope u look through it *g* gl & hf
04-10-2003, 01:21 PM#4
Siphon
Yea its a little buggy, thats pretty much the Idea I was trying but the pick and kill thing doesnt work right. Since the playewr may bring more then 10 at a time... the condition is basically what I have though same with the event.

*edit
Just tried it both your way and mine and neither had any effect at all...