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Sorry for double posting but....

01-23-2004, 02:29 PM#1
ABM
But to tell the truth it was the same problem but not the same question.. so it was not really a double posting...

Here is my own trigger for it:

E: Game - The in-game time of day becomes Egal 6.00
C:
A:If, then, else:
if C:
(Number of units in(Units owned by Joueur 1(Rouge)of type Pig)) >= 1
then A:
For each (Integer A) from 1 to 10
loop - Actions
If, then, else:
if C:
(Joueur 1 (Rouge) Or actuel) >= 30
(Number of units in(Units owned by Joueur 1(Rouge)of type Pig)) >= 1
Then A:
Groupe unit- Pick every unit in (Units owned by Joueur 1 of type Pig) and do (Unit- Replace (Random unit from (Last created unit group)) with a Big Pig using default life and mana)
Joueur-Set Joueur 1(Rouge)Or actuel to((Joueur 1 Or actuel) - 30)
Wait 1.00 seconds
Else - Do nothing
Else - Do nothing
If, then, else:
if C:
(Number of units in(Units owned by Joueur 1(Rouge)of type SmallPig)) >= 1
then A:
For each (Integer A) from 1 to 10
loop - Actions
If, then, else:
if C:
(Joueur 1 (Rouge) Or actuel) >= 20
(Number of units in(Units owned by Joueur 1(Rouge)of type SmallPig)) >= 1
Then A:
Groupe unit- Pick every unit in (Units owned by Joueur 1 of type SmallPig) and do (Unit- Replace (Random unit from (Last created unit group)) with a Pig using default life and mana)
Joueur-Set Joueur 1(Rouge)Or actuel to((Joueur 1 Or actuel) - 20)
Wait 1.00 seconds
Else - Do nothing
Else - Do nothing
If, then, else:
if C:
(Number of units in(Units owned by Joueur 1(Rouge)of type BabyPig)) >= 1
then A:
For each (Integer A) from 1 to 10
loop - Actions
If, then, else:
if C:
(Joueur 1 (Rouge) Or actuel) >= 15
(Number of units in(Units owned by Joueur 1(Rouge)of type BabyPig)) >= 1
Then A:
Groupe unit- Pick every unit in (Units owned by Joueur 1 of type BabyPig) and do (Unit- Replace (Random unit from (Last created unit group)) with a SmallPig using default life and mana)
Joueur-Set Joueur 1(Rouge)Or actuel to((Joueur 1 Or actuel) - 15)
Wait 1.00 seconds
Else - Do nothing
Else - Do nothing
If, Then, Else:
If C:
(Joueur 1 (Rouge) Or actuel) >= 10
(Number of units in (Units owned by Joueur 1 (Rouge) of type Pig Farm)) == 1
Then A:
Group unit -Pick every unit in (Units owned by Joueur 1 of type Pig Farm) and do (Unit -Create 1 Baby Pig for Joueur 1 at (Position of (Picked unit)) facing building default)
Joueur - Set Joueur 1 (Rouge) Or actuel to ((Joueur 1 (Rouge) Or actuel) - 10)
Else - Do nothing

This is the simplified version of my trigger wich not include the decrease of check when pig are allready checked.

(variable integer-deploy PigMax) (variable integer-deploy PigCount)

E: Game - The in-game time of day becomes Egal 6.00
C:
A:If, then, else:
if C:
(Number of units in(Units owned by Joueur 1(Rouge)of type Pig)) >= 1
then A:
For each (Integer A) from 1 to <PigMax>
loop - Actions
If, then, else:
if C:
(Joueur 1 (Rouge) Or actuel) >= 30
(Number of units in(Units owned by Joueur 1(Rouge)of type Pig)) >= 1
Then A:
Groupe unit- Pick every unit in (Units owned by Joueur 1 of type Pig) and do (Unit- Replace (Random unit from (Last created unit group)) with a Big Pig using default life and mana)
Set- PigCount(player 1(red) = PigCount(player 1(red) +1
Joueur-Set Joueur 1(Rouge)Or actuel to((Joueur 1 Or actuel) - 30)
Wait 1.00 seconds
Else - Do nothing
Else - Do nothing
Set <PigMax>(player 1(red) = <PigMax>(player 1(red) - PigCount(player 1(red)
Set <PigCount>(player 1(red) = 0
If <PigMax>(player 1(red) = 0 Then Skip remaining action Else do nothing
If, then, else:
if C:
(Number of units in(Units owned by Joueur 1 of type SmallPig)) >= 1
then A:
For each (Integer A) from 1 to <PigMax>
loop - Actions
If, then, else:
if C:
(Joueur 1 (Rouge) Or actuel) >= 20
(Number of units in(Units owned by Joueur 1 of type SmallPig)) >= 1
Then A:
Groupe unit- Pick every unit in (Units owned by Joueur 1 of type SmallPig) and do (Unit- Replace (Random unit from (Last created unit group)) with a Pig using default life and mana)
Set- PigCount(player 1(red) = PigCount(player 1(red) +1
Joueur-Set Joueur 1(Rouge)Or actuel to((Joueur 1 Or actuel) - 20)
Wait 1.00 seconds
Else - Do nothing
Else - Do nothing
Set <PigMax>(player 1(red) = <PigMax>(player 1(red) - PigCount(player 1(red)
Set <PigCount>(player 1(red) = 0
If <PigMax>(player 1(red) = 0 Then Skip remaining action Else do nothing
If, then, else:
if C:
(Number of units in(Units owned by Joueur 1 of type SmallPig)) >= 1
then A:
For each (Integer A) from 1 to <PigMax>
loop - Actions
If, then, else:
if C:
(Joueur 1 (Rouge) Or actuel) >= 15
(Number of units in(Units owned by Joueur 1 of type BabyPig)) >= 1
Then A:
Groupe unit- Pick every unit in (Units owned by Joueur 1 of type BabyPig) and do (Unit- Replace (Random unit from (Last created unit group)) with a SmallPig using default life and mana)
Set- PigCount(player 1(red) = PigCount(player 1(red) +1
Joueur-Set Joueur 1(Rouge)Or actuel to((Joueur 1 Or actuel) - 15)
Wait 1.00 seconds
Else - Do nothing
Else - Do nothing
Set <PigMax>(player 1(red) = <PigMax>(player 1(red) - PigCount(player 1(red)
Set <PigCount>(player 1(red) = 0
If <PigMax>(player 1(red) = 0 Then Skip remaining action Else do nothing
If, Then, Else:
If C:
(Joueur 1 (Rouge) Or actuel) >= 10
(Number of units in (Units owned by Joueur 1 (Rouge) of type Pig Farm)) == 1
Then A:
Group unit -Pick every unit in (Units owned by Joueur 1 of type Pig Farm) and do (Unit -Create 1 Baby Pig for Joueur 1 at (Position of (Picked unit)) facing building default)
Joueur - Set Joueur 1 (Rouge) Or actuel to ((Joueur 1 (Rouge) Or actuel) - 10)
Else - Do nothing
Set <PigMax>(player 1(red) = 10

both of simplified and harder one doesn't work ( i can't figure out why?)
i though someone could tell me another way to do it or tell me why it doesn't work.....(it has something to do with loops because the first pig come normally and then upgrade normally to small and spawn another baby next day but after it doesn't work anymore, cost gold but no new pig no upgrade, i don't understand???

but then i though i would give up and do it throw ability, but ability doesn't cost food or wood so it would be pretty annoying too so that where my second post came from...

thanks for your answer Biflspud but i don't understand what you mean by upgrade like tower?? should i make the pig a building so they can upgrade or should i do someting else could you be more precise?


Edit: oh my god i wanted to add to my older thread where Biflspud answered but it made another thread....now that really a double posting...:(
code [tag] what do you mean?????
................................................................................................

Please delete this thread since nobody care to answer it, nor Lord Vexorian nor anyone else, and since it should be attached to an older thread.....
Better make room for more interesting thread from other user, sorry for my mistake in not succeding to add it to my older thread.
01-23-2004, 02:33 PM#2
Vexorian
If it wasn't really double posting then why did you use that title?

Also use the [code] tag for that stuff