| 04-10-2003, 12:35 AM | #1 |
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 |
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 |
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 |
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... |
