| 10-07-2002, 10:06 PM | #1 |
Guest | Ok this is what I want the trigg to do but i dunno how. Builds a unit, lets say raider- when that raider is built a villager is takin away(thus having villagers on the map or able to build.) Thus u lose a villager for building the raider Im trying to make it where you build a village and the villager is takin away when you build units like 5 units= this unit Like commandos (Just not in a certain region) Well I know this is confusing but i dont know how to word it emote_sweat |
| 10-08-2002, 12:53 AM | #2 |
Events - Unit finishes training a unit. (Found under specific unit event) Conditions - ((Trained Unit is in (Unit of type Raider) Equal to True Actions - Unit - Remove (Random unit from (Units of type Villager)) from the game. Player - Make Villager Unavailable for training/construction by (Triggering Player) That's an example. Should be a similar thing to what you want. If you want to remove all villagers, then instead of Unit - Remove, do Pick Every Unit in (Units of type Villager) and do Unit - Remove (Picked Unit) |
| 10-08-2002, 11:15 PM | #3 |
Guest | Thanks for your help Fear.Factor :D |
| 10-09-2002, 12:17 AM | #4 |
Guest | Is there a way to do this for all units without writting a long list of triggs? |
| 10-09-2002, 01:12 AM | #5 |
Very easily. Just remove the condition. That way, whenever any unit is trained a villager is removed. If you want any perticular units exlcuded add a condition the same as the raider one, pick your new unit, and change true to false. Oh, and if you mean by the building that trains the units, then you have to do Player-Specific Unit Event for all the players you want it to affect. Easy just to copy and paste and change the player numbers. |
| 10-09-2002, 01:46 AM | #6 |
Guest | For Event it is (No unit)( finishes training a unit) I dont know what to put in the (no unit) place. Where its built? And do I do this trigg for each player? Or just once and effects all players. |
| 10-09-2002, 02:26 AM | #7 |
Guest | I'll explain my Whole Problem :-D Event- I put- PLayer 1(Red) finishes training a unit Condition- Peasent is a ground unit equals false(This may be wrong dunno what to fix) Action- Remove (VIllager) from the game Conclusion: When I tried this out it didnt remove any villagers:-/ This is where it does it for all units trained except peasent tho doesnt work. So tell me what im doing wrong. Thanks |
| 10-09-2002, 02:44 AM | #8 |
That's because your condition Peasant is a ground unit equal to false is preventing it from going because a peasant is a ground unit. Therefore your trigger doesnt fire... Just remove that condition. |
| 10-09-2002, 02:56 AM | #9 |
Guest | Ya peasent thing was wrong but when i build a barracks and have a few villagers and train a warrior it doesnt take away a villager. Its like it thinks there 2 different barracks when really only one. |
| 10-09-2002, 03:12 AM | #10 |
OK here's what you want: Events - A unit owned by Player X finishes training a unit. (Create for each player) Conditions - None Actions - Unit - Remove (Random unit from (Units of type Villager)) from the game. Player - Make Villager Unavailable for training/construction by (Triggering Player) |
| 10-09-2002, 03:28 AM | #11 |
Guest | At the beginning you build villagers but they are deducted by other trained things. How would I exclude the villager from being deducted. You did explain that but i dont exactly get it. I( know its under conditions. Im an idiot with triggs :ggani: , but practice makes perfect |
| 10-09-2002, 03:53 AM | #12 |
Are you saying that you are able to make villagers, and that you don't want to remove one when you create a villager? If that's what you're trying to say, your condition needs to be: (Trained Unit) is (Unit of Type Villager) Equal to False or something like that. |
| 10-09-2002, 04:08 AM | #13 |
Guest | I just cant seem to find that under condition Whats the title of that section? |
| 10-09-2002, 04:30 AM | #14 |
Right click and Say new Condition Make sure it says boolean comaprison in the drop down. Click the first part. It should show (triggerunit) is a a strucutre change a structure toa peon-type unit then say ok then your back to the other window. It should say triggering unit is a peon-type unit equal to True. Click true and change it to false. Their ya go Whenever the Unit is a peon unit it will not run that trigger. |
| 10-09-2002, 12:08 PM | #15 |
Don't forget to set (Triggering Unit) to (Trained Unit) :D |
