| 05-19-2002, 03:49 AM | #1 |
I wanted to know how to make creeps give money like in the other rpgs cuz when u kill a creep it gives a small amount of money and btw how can I make a trigger that will remove 2 or more units in a region?? pls help me... |
| 05-19-2002, 05:21 AM | #2 |
You can set the money by editing the bounties at the bottom of the unit option but they only give money if there neutral. Try copying and pasting your triggers to remove units because u can remove alot of units by having that many triggers, |
| 05-19-2002, 05:45 AM | #3 |
is there anyway that a computer controlled creep can produce money when killed, cuz all of the creeps in my map is player controlled which is a computer, what I mean is its not Neutral Hostile... just like in Bunker wars when u kill a unit from the other player u get 30 gold... |
| 05-19-2002, 09:07 AM | #4 |
Guest | yep there is a way |
| 05-19-2002, 11:58 AM | #5 |
how? pls explain |
| 05-19-2002, 12:05 PM | #6 |
Guest |
| 06-04-2003, 06:57 PM | #7 |
What an aincent thread! an 3dguy is asking noob questions edit: sry bored! |
| 06-05-2003, 05:51 PM | #8 |
You know, there is a much simpler answer for this all. Just find the trigger action that is like Player - Adjust Properties (Or something like that, I know it's a player action). Tell the computer to Turn on Bounty for that player and whenever one of that comp's units are killed they will give $$$ to the killer. |
| 06-05-2003, 06:42 PM | #9 | |
Quote:
I am sure there are things he knows better than that:D I would do it that way: Events: Unit - Player owned Unit Event (Unit of PlayerX dies) Conditions: (you can add here something if you want) Aktions: Player - Add Property (add x to player X gold) |
| 06-05-2003, 06:55 PM | #10 |
lol turnin bounty on works. i helped =D *falls off a cliff* |
| 06-05-2003, 09:07 PM | #11 |
What if you wanted units to give a wood bounty? And differing amounts? |
| 06-06-2003, 03:43 PM | #12 |
Well, to give the same amount of lumber to player each time he kills a unit just do something like this: Event: A unit owned by (Player who's units will give bounty) dies Action: Add (#) to (Owner of (killing unit) current lumber If you want to have different amounts of lumber for each unit killed, you'll have to add a condition in there such as Condition: (Unit type of (Dying Unit) equal to (Specific unit) The sad thing about this method is you will have to make a trigger for each unit type, that can add up to be a lot of triggers. You could also set up an array and set a unit type to each number in the array. Then you could do something like: If (dying unit) equals (array[#]) then do this etc. etc. Hope this helps. |
| 06-06-2003, 06:38 PM | #13 |
Guest | Here is the best possible answer for your first question. Click the link to my tutorial I posted. Tutorial And could you explain the remove 2 or more units in a region so it is more clear to what you want accomplished? |
| 06-06-2003, 06:55 PM | #14 |
DONT REVIVE OLD THREADS! |
