| 08-21-2004, 10:59 PM | #1 |
I got another question... I'm not really good at complicated triggering so I need some advice as to what to do. Here's the situation: You are a unit and you can build one tower. When this player's unit dies I want his tower to be destroyed as well (if he built one). Can somebody set me up with the triggering? I would really appreciate the help. |
| 08-21-2004, 11:18 PM | #2 |
Shouldnt be too hard... Events Every 2.0 seconds Actions: If/then/else multiple conditions If - Conditions integer comparison: (Life of (your unit) Equal to (0)) Then - Actions Kill - (your tower) You might want to have a variable store the tower as a unit variable and just kill the variable. If unclear on this please reply. |
| 08-21-2004, 11:23 PM | #3 |
Ok. But I can't set the variable to be the tower unit. I have all these options but I can't make it the tower. Also, the player can choose from other units also but if the player picks this class then only when this class dies I want the tower (if built) to be killed... just to clear things up... Thanks though, I'll mess around with that for now... |
| 08-22-2004, 06:14 AM | #4 |
I know i've been getting a lot of help here today, but this is my last question, I promise. Help me here with this trigger and I'll never bug you guys again. |
| 08-22-2004, 06:20 AM | #5 |
Herex what you do. First you make a variable, make it a unit variable, and make it array. Next make a trigger. These triggers won't be exact but I'm doing this off the top of my head. Trigger #1 Actions- Unit creating unit Conditions- Unit being created = to Tower Actions- Unit Group- Add Last created unit to unit group (The unit array variable) Trigger #2 Actions- A unit dies Conditions- triggering unit = to (unit that needs to die) Actions- Unit Group- Kill all units in (The Unit array variable) That should sum it up. Sorry about the crappy triggers, again I wasn't on WE and had to do it by memory. |
| 08-22-2004, 06:25 AM | #6 |
events a unit dies conditions unit type of dieing unit equal to true actions unit kill x -or- unit remove x |
| 08-22-2004, 06:33 AM | #7 |
This might sound like an easy trigger but its harder than meets the eye. I wish it was that easy, but the problem is that there is not such event as "Unit Creating Unit". Its simple as to kill a unit or remove it. But to set that unit into a variable is the difficult part. There are only 3 construction events. Code:
Events
Unit - A unit Begins construction
Unit - A unit Cancels construction
Unit - A unit Finishes constructionThe problem with these 3 events is that there is no way of detecting the unit that is constructing the tower. I tried making the triggers for this but it was harder than i thought. I tried using triggering unit as the unit that was constructing these but it doesn't work. I tried using "A unit is issued an order" but i dont know the command string for build. And if all players had a more than one unit that could build more than one tower, then that would compound onto the problems because the "set variable = value" would overide each other, meaning that you would need a few more set variable = value for each player and tower that corresponds to the unit that built them. Hope some1 figures out how to make this properly, GL . |
| 08-22-2004, 06:36 AM | #8 | |
Quote:
Thanks a lot, this is exactly what I wanted. |
| 08-22-2004, 06:39 AM | #9 |
I'm suprise that you say that worked. I couldn't find a unit creating unit event. closest was Code:
Events
Unit - A unit Begins construction
Unit - A unit Cancels construction
Unit - A unit Finishes constructionThose you cant find the unit that was constructing them. Well lets hope that Azaq is right. ![]() |
| 08-22-2004, 06:51 AM | #10 |
Well I never said it worked :O So hopefully I can find something to work around that problem or I'm screwed... Nevermind When unit finishes construction worked Thanks a lot guys, this problem was killing me... |
| 08-22-2004, 07:12 AM | #11 | |
Quote:
Azaq?? Oh man, I wish there was a cry smilly lol. ![]() |
| 08-22-2004, 07:23 AM | #12 |
Sorry bout dat. missed the h. you could use the . |
| 08-22-2004, 09:12 AM | #13 | |
Quote:
Tiki had the easiset trigger, without any variables needed (it's just not entirely correctly typed): Code:
Events:
A unit dies
Conditions:
Unit type of (dying unit) equal to (the type that kills the tower when it dies)
Actions:
pick all units owned by (owner of (dying unit)) matching ((matching unit) is a structure equal to true (this is boolean - unit classification check)) and do actions:
loop - actions:
kill (picked unit) |
| 08-22-2004, 04:40 PM | #14 |
No, but I want it to be the last constructed building like Azhaq said.... |
| 08-22-2004, 08:17 PM | #15 |
Events: A unit dies Conditions: Unit type of (dying unit) equal to (the type that kills the tower when it dies) and --- something was last created unit equal to true Actions: pick all units owned by (owner of (dying unit)) matching ((matching unit) is a structure equal to true (this is boolean - unit classification check)) and do actions: loop - actions: kill (picked unit) |
