| 08-08-2003, 04:02 PM | #1 |
Okay, in this map, I'm trying to get away from units having to mine gold and chop wood, in the traditional sense. For the gold, I'm simply using taxes, but for lumber, I want to be able to 'load' a peasant (just like you would into a transport) into a lumber mill, and then provide the player with 125 lumber every 30 seconds the peasant is in the mill. I've already given the lumbermill the 'load', 'unload', and 'Cargo Hold' abilities, and I've tested, and it IS possible to load the peasant into the mill. Next I made this trigger, and I can't seem to get it to work: Events: Unit - A unit owned by Player 1 (Red) Is loaded into a transport Conditions: (Unit-type of (Transporting unit)) Equal to Lumber Mill Actions: Wait 30.00 seconds Player - Add 125 to (Triggering player) Current lumber Can someone please post a working trigger for this to help me out? Thanks, ~Nik |
| 08-08-2003, 04:04 PM | #2 |
It should be Player - Add 125 lumber to (Owner(of Triggering Unit)) |
| 08-08-2003, 06:00 PM | #3 |
i've been having a different problem having units heal while they're in houses, seems there is a 'is loaded' event, but no 'is unloaded' event, so you will not be able to know when anything has left the trasport -- unless you did a stupid convoluted way -- or theres a way i haven't seen |
| 08-08-2003, 06:49 PM | #4 |
You can use "Unit is issued an order" events with "Issued Order = unload" or "Issued Order = unloadall" conditions. EDIT: To try helping the original poster... What does your trigger do that's wrong? Does it not add any lumber at all? Does it only add lumber once per peasant? If the former is true, it's likely a problem with your Condition. Try adding a text message before the wait to see if the condition actually passes. If the latter is true, the trigger is functioning the way it should, you just need to think about it more ;) |
