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Ya, i must be slow or something......

03-28-2005, 01:02 AM#1
xxstarfallxx
OK i cant seem to figure out how to change the starting units using triggers.

I thought it when something like this

Event
melee initialzation

Conditions
Race of Player 1 Red equal to Undead

Actions
?Unit-Remove players 1's units?
?Create 1 (blank) units at player 1s starting zone facing default building degrees.

OK so what the problem is i cant seem to figure out how to get it to remove the units just created from startup. Am i stupid? More importantly can you help me?
03-28-2005, 01:14 AM#2
johnfn
Just delete the map initilization trigger :)
03-28-2005, 01:18 AM#3
xxstarfallxx
You misunderstand, i want to change the starting units for undead only. If i do the map initialization thing you said then that would change it for all units.
03-28-2005, 01:23 AM#4
Guest
I'm not sure if this will work with Map Initial. but try this for starters.
Events
Time - Elapsed game time is 0.10 seconds
Conditions
(Race of Player 1 (Red)) Equal to Undead
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 1 (Red)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Wait 0.10 seconds
Unit - Create 1 <unit> for Player 1 (Red) at <region> facing Default building facing degrees

This will only take 1/5 of a second but you can try Map Initial.

~Piece
03-28-2005, 01:27 AM#5
johnfn
Code:
Stuffs
    Events
        Time - Elapsed game time is 0.01 seconds
    Conditions
    Actions
        Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Race of (Picked player)) Equal to Undead
                    Then - Actions
                    Else - Actions
                        Melee Game - Create starting units (for all players)


That will work for every player.
03-28-2005, 03:21 AM#6
xxstarfallxx
thankyou guys. The triggers worked!! All to well though, they would take away the building too and the units so id lose when the game started. Messed around with it a little and said fug it. I have a diffferent way of doing what i want. Ty Ty again. Rep for everyone!!!
03-28-2005, 05:17 AM#7
yuripro84
lol, change
Player Group - Pick every player in (All players controlled by a User player) and do
with
Player Group - pick every player matching (matching(or picked, im not sure) unit is (a unit) Equal to true)

right???wont that work, since the castle thingy is a building??hope it helps!
03-28-2005, 05:47 AM#8
Raptor--
Quote:
Originally Posted by xxstarfallxx
thankyou guys. The triggers worked!! All to well though, they would take away the building too and the units so id lose when the game started. Messed around with it a little and said fug it. I have a diffferent way of doing what i want. Ty Ty again. Rep for everyone!!!

well melee defaults are set that if you have no buildings you lose, if your 'replacement' starting stuff has a main building, then at the end of the if, pick all necropolis and use the trigger unit - replace to turn it into the new building

if your new stuff has no starting building, then you will have to scrap the default melee victory conditions action altogether (or make a building with like a timed life or something)
03-28-2005, 09:09 PM#9
xxstarfallxx
Hey thanks guys! I did solve my problem however, in a more creative way. : D. I would however like some help making it so when a specific unit casts a spell it takes away the same amount of lumber as mana cost w/o taking away mana. Thanks guys your really helping this trigger newbie!
03-29-2005, 03:55 PM#10
Guest
Quote:
Originally Posted by xxstarfallxx
I would however like some help making it so when a specific unit casts a spell it takes away the same amount of lumber as mana cost w/o taking away mana.

Ok this is probably the simplest way of doing it.
(But 1st edit the ability so it costs 0 mana)
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to <Ability>
Actions
Player - Add -100 to (Triggering player) Current lumber

There you go!
~Piece

EDIT: Just noticed you started a serperate thread