| 03-28-2005, 01:02 AM | #1 |
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 |
Just delete the map initilization trigger :) |
| 03-28-2005, 01:18 AM | #3 |
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 |
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 |
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 |
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 | |
Quote:
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 |
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:
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 ![]() |
