| 09-09-2005, 10:28 AM | #1 |
Hi! Can anyone see a problem with these two triggers? I'm trying to make an upgrade that when you research it, it goes back to level 0 so that i can research it again. (Sort of a dummy upgrade that i can keep using). However, the upgrade is only available if the building containing the upgrade possesses a certain item (it has a building inventory). Items Present Events Time - Every 0.01 seconds of game time Conditions Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Item-type of (Item carried by <MyBuilding> 0221 <gen> of type <MyItem>)) Equal to <MyItem> Then - Actions Player - Set the max research level of <MyUpgrade> to 1 for Player 1 (Red) Else - Actions Player - Set the max research level of <MyUpgrade> to 0 for Player 1 (Red) The Upgrade Events Unit - <MyBuilding> 0221 <gen> Finishes research Conditions Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Researched tech-type) Equal to <MyUpgrade> Then - Actions Player - Set the current research level of <MyUpgrade> to 0 for Player 1 (Red) Else - Actions |
| 09-09-2005, 01:15 PM | #2 |
You cant unlearn upgrades, I think its a thread in the "general" about it. |
| 09-09-2005, 04:28 PM | #3 |
Really? That's quite disappointing. If it were possible, i would've had a really great idea. Any way you can think of making upgrades that can be researched repeatedly? |
| 09-09-2005, 07:05 PM | #4 |
Just make an ability or somthing of the like instead and then trigger the upgrade's effect. If you use 'Channel' as the base it would not be hard to have multiple upgrades that are similar. |
