1) whats the trigger to limit the amount of each type of unit a player can own?
**[Solved due to feed back - havent tested but assume it works]**
2) How do I detect when an item is phyiscially dropped onto the ground. Rather than it being removed through other triggers.
**[Solved - By making the item type(s) in its Activate form undroppable until you switch it off]**
3) How do I do a trigger that allows me to combine the ammo in slot 1 and Slot 2 via a text string <My research tell me I have to something about SUBSTRINGS.>
**[Solved]**
-c 1 2
where 1 and 2 is taken from the string and coverted into a number. I dont want to make one trigger for each combination.
4) ALso this code doesn't work as I want. basically what I want is to display this message to the Triggering player. This trigger is Triggered by another Trigger which has a triggering player, it appears to display the messages to ALL players at the moment.
**[Solved - Hopefully :)]**
Quote:
DinoTrainingC
Events
Conditions
DinoLoaded[(Player number of (Triggering player))] Equal to 1
Survivorloaded[(Player number of (Triggering player))] Equal to 1
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Triggering player))) the text: Training has begun....
Wait 0.20 game-time seconds
Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Triggering player))) the text: (PlayerColors[(Player number of (Owner of (Triggering unit)))] + ((Name of (Triggering player)) + (: Now this is a stick.. Bring it to me. + )))
Wait 0.20 game-time seconds
Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Triggering player))) the text: *Throws stick*
Wait 0.40 game-time seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DinoLoaded[(Player number of (Triggering player))] Greater than or equal to 1) and (Survivorloaded[(Player number of (Triggering player))] Equal to 1)
Then - Actions
Else - Actions
Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Triggering player))) the text: Training has stoppe...
Trigger - Turn on (This trigger)
Skip remaining actions
Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Triggering player))) the text: (PlayerColors[(Player number of (Owner of (Triggering unit)))] + ((Name of (Triggering player)) + (: Dont look at me as though I'm stupid. I want u to fetch. + )))
Wait 3.00 game-time seconds
Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Triggering player))) the text: *You pick up stick ...
Wait 3.00 game-time seconds
Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Triggering player))) the text: (PlayerColors[(Player number of (Owner of (Triggering unit)))] + ((Name of (Triggering player)) + (: Ouch stop biting my arm when I got the stick + )))
Wait 3.00 game-time seconds
Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Triggering player))) the text: *You let go of stic...
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DinoLoaded[(Player number of (Triggering player))] Greater than or equal to 1) and (Survivorloaded[(Player number of (Triggering player))] Equal to 1)
Then - Actions
Do nothing
Else - Actions
Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Triggering player))) the text: Training has stoppe...
Trigger - Turn on (This trigger)
Skip remaining actions
Wait 4.00 game-time seconds
Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Triggering player))) the text: *Your dino now seem...
Wait 3.00 game-time seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DinoLoaded[(Player number of (Triggering player))] Greater than or equal to 1) and (Survivorloaded[(Player number of (Triggering player))] Equal to 1)
Then - Actions
Do nothing
Else - Actions
Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Triggering player))) the text: Training has stoppe...
Trigger - Turn on (This trigger)
Skip remaining actions
Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Triggering player))) the text: (PlayerColors[(Player number of (Owner of (Triggering unit)))] + ((Name of (Triggering player)) + (: Now bring stick to me. + )))
Wait 6.00 game-time seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DinoLoaded[(Player number of (Triggering player))] Greater than or equal to 1) and (Survivorloaded[(Player number of (Triggering player))] Equal to 1)
Then - Actions
Do nothing
Else - Actions
Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Triggering player))) the text: Training has stoppe...
Trigger - Turn on (This trigger)
Skip remaining actions
Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Triggering player))) the text: *Dino jumps on you ...
Wait 3.00 game-time seconds
Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Triggering player))) the text: *You eventually man...
Wait 3.00 game-time seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DinoLoaded[(Player number of (Triggering player))] Greater than or equal to 1) and (Survivorloaded[(Player number of (Triggering player))] Equal to 1)
Then - Actions
Do nothing
Else - Actions
Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Triggering player))) the text: Training has stoppe...
Trigger - Turn on (This trigger)
Skip remaining actions
Set DinosTrainable[(Player number of (Triggering player))] = (DinosTrainable[(Player number of (Triggering player))] + 1)
Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Triggering player))) the text: (PlayerColors[(Player number of (Owner of (Triggering unit)))] + ((Name of (Triggering player)) + (: That was hell but atleast it worked, + )))
Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Triggering player))) the text: Training Complete!!...
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THis is the trigger that has the triggering player (or one of them as you need 2 units to be loaded, when they are both loaded the above trigger is run.
Quote:
DinoTrainingB
Events
Unit - A unit owned by Player 1 (Red) Is loaded into a transport
Unit - A unit owned by Player 2 (Blue) Is loaded into a transport
Unit - A unit owned by Player 3 (Teal) Is loaded into a transport
Unit - A unit owned by Player 4 (Purple) Is loaded into a transport
Unit - A unit owned by Player 5 (Yellow) Is loaded into a transport
Unit - A unit owned by Player 6 (Orange) Is loaded into a transport
Unit - A unit owned by Player 7 (Green) Is loaded into a transport
Unit - A unit owned by Player 7 (Green) Is loaded into a transport
Conditions
Actions
If (DinoLoaded[(Player number of (Triggering player))] Less than or equal to -1) then do (Set DinoLoaded[(Player number of (Triggering player))] = 0) else do (Do nothing)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
((Unit-type of (Loading unit)) Equal to Baby Tyrannosaurus Rex) and ((Unit-type of (Transporting unit)) Equal to Dino Training Centre)
((Unit-type of (Loading unit)) Equal to Baby Velociraptor) and ((Unit-type of (Transporting unit)) Equal to Dino Training Centre)
((Unit-type of (Loading unit)) Equal to Triceratops) and ((Unit-type of (Transporting unit)) Equal to Dino Training Centre)
Then - Actions
Set DinoLoaded[(Player number of (Triggering player))] = (DinoLoaded[(Player number of (Triggering player))] + 1)
Trigger - Run DinoTrainingC <gen> (checking conditions)
Else - Actions
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