| 01-04-2005, 10:54 PM | #1 |
Hey everybody, I am trying to make a trigger that will trigger whenever a unit dies, but i don't want it to trigger when a building is canceled, this is what i have tried: Code:
Unit Removal
Events
Unit - A unit Dies
Conditions
(Triggering unit) Not equal to (Cancelled structure)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Stasis
Then - Actions
Set Stasis[(Player number of (Owner of (Triggering unit)))] = (Stasis[(Player number of (Owner of (Triggering unit)))] - 1)
Game - Display to (Player group((Owner of (Triggering unit)))) the text: (One of your Stasis' was destroyed now you have + ((String(Stasis[(Player number of (Owner of (Triggering unit)))])) + Stasis'.))
Wait 2.00 seconds
Unit - Remove (Dying unit) from the game
Unit - Remove (Decaying unit) from the game
Else - Actions
Do nothing
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| 01-04-2005, 11:36 PM | #2 | |
Quote:
Code:
Conditions: (Unit-type of (dying unit)) equal to stasis |
| 01-04-2005, 11:42 PM | #3 | |
Quote:
that isn't my problem, and this stasis code is only one of about 10 other if-then statements within this trigger. Instead of doing a different "if a unit dies" trigger for each if-then statemen, i made one and depending on what unit dies i do different things. Thanks for the reply anyway. |
| 01-04-2005, 11:44 PM | #4 |
try making a another trigger, that say construction is cancelled or whatever, then make a boolean variable and set it to true, e.g. set constructioncancel = true then at the very top of your other trigger add a wait 2-3 seconds, if you can, or you might want to go lowe, o 1 second and see if it works, in theory, placing the trigger i told you above the other one, might work too, but this is safer, then to your multiple functions add contructioncancel=true and add to your then functions set construction cancel=false , and your done, i'm not sure if this works though i'm not btw duckduck, like uL's banner, i sorta made it, so flame away, lol, you know UL, the project you are supposed to be workign on *hint* *hint* |
| 01-05-2005, 12:11 AM | #5 |
Guest | duckduck is right, you have to replace those "Triggering Unit"s with "Dying Unit"s. Secondly, if the condition in the If/Then/Else says the dying unit has to be a Stasis, then you wouldn't need the regular condition (the one that isnt in the If/Then/Else). And lastly (not that this matters much) but your regular condition isnt at all related to the event. The event isnt a unit cancelling constuction, so the condition is referring to nothing, really. |
| 01-05-2005, 02:36 AM | #6 |
darkhorde your idea worked great thanks. Thanks to everyone else who posted :god_help_us: |
