| 03-11-2006, 07:42 AM | #2 |
Code:
[(Player 1 (Red) Units Killed)] Code:
[(Player number of (Owner of (Killing unit)))] Code:
(Units owned by Player 1 (Red) And btw. your triggers creates an item for player 1's units every time he kills a unit after 10. |
| 03-11-2006, 05:00 PM | #3 |
Still i've got one more problem : if you reread my trigger now that it works, it still creates only one item when I need one for every unit I possess. Is there a way to do that ? because as it is at the moment, it's not what happens at all. EDIT: I edited my original post to better fit the new trigger you've explained to me. I changed the index and the Loop. |
| 03-11-2006, 05:11 PM | #4 | ||
Quote:
Shouldn't that be Owner of (Killing Unit)? Same with this line too: Quote:
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| 03-11-2006, 05:16 PM | #5 |
Change Code:
(Units owned by (Owner of (Dying unit))) Code:
(Units owned by (Owner of (Killing unit))) EDIT: To slow :/ |
| 03-11-2006, 05:34 PM | #6 |
oh, made a mistake :P but it still doesn't fix my problem. (see my post above) :D |
| 03-11-2006, 05:36 PM | #7 |
Well It works for me And also in the first trigger you can remove this Code:
((Killing unit) belongs to an ally of (Owner of (Killing unit))) Equal to True |
| 03-11-2006, 06:10 PM | #8 |
you mean that it creates 1 item for every unit you possess ??? are you sure ? That trigger attempts to create ONE item and give it to MANY units so it cannot work !! no ?? lolllllllll |
| 03-11-2006, 06:12 PM | #9 |
No it creates one item for each unit you own. So if you have 4 units the loop will run 4 times creating 4 items, one for each unit. When you test it does it create just one item or none at all? |
| 03-11-2006, 06:27 PM | #10 |
it works but it creates onw for my builldings too :P hmmm my building is a defensive tower so maybe I could give it an inventory then give it the =12 attack dmg so the tower would pwn even more too :P THANK YOU MAN :) |
| 03-11-2006, 06:54 PM | #11 |
Add a match If the picked unit is an building EDIT: Here you go Trigger: Unit Group - Pick every unit in (Units owned by (Owner of (Killing unit)) matching (((Matching unit) is A structure) Equal to False)) and do (Actions)![]() Loop - Actions |
| 03-11-2006, 07:07 PM | #12 |
I see! right thanks again :P |
| 03-11-2006, 07:35 PM | #13 |
lol now I got another problem. My map has untis spawning every 7 seconds, so I want those units too to get the claw of attack +12 if all the other units of that player already have the claws. I tryed doing something like this: Trigger: RedNeedItems is a boolean variable that is set to true once Red got 10 Unit kills. The other trigger using it works and is shown above. my problem is that I don't want to do that for every player (for now I must repeat the trigger for every player) and I don't want units who already got a claw to receive another one (for now it recieves another one lollllll) that's it :P I edited my post above to show the new variable RedNeedItems. |
| 03-11-2006, 07:55 PM | #14 |
Well instead of RedNeedItem, make an array variable like you did with the PlayerKills[Player Number of (Owner of (Entering Unit))] |
| 03-11-2006, 08:09 PM | #15 |
But should I use the same type? (here Boolean) or switch it to integer like Player_kills ? Also look above : Trigger: Events
![]() Unit - A unit enters Spawn Red <gen>it won't do it for every player because it's entering Spawn Red, and I can't find a way to make it when it enter jsut a region. |
