| 11-16-2006, 05:05 AM | #1 |
Well im just confused about how to remove units from an tarvern when it is bought? Any ideas? This ithe trigger i use right now Trigger: If it is not, I'll +rep anyone who could. -Av3n |
| 11-16-2006, 04:04 PM | #2 |
Pick (every player) and do: Make (triggering unit) unavailable for (picked player) |
| 11-16-2006, 04:50 PM | #3 |
Units can only be removed from a shop by trigger if they were initially added to the shop via trigger. You'll have to put all the heros in your shop in your map initialization trigger, then they can be removed. |
| 11-16-2006, 04:52 PM | #4 |
The solution could be like this: Trigger: I've taken this trigger from this tutorial EDIT: Yess!! The_AwaKening is right, you have to take this in account. |
| 11-16-2006, 11:03 PM | #5 |
can't u just set how much units of that type are sold by the tavern? |
| 11-17-2006, 02:51 AM | #6 |
well does the tutorial way works? -Av3n +rep for moyack(This is going to take awhile can't give rep to you yet) and The Awaking, I'll take these things into account. Okay I'm thinking that The Awakening way is the best and do I just to do same trigger if I was to remove them? |
| 11-17-2006, 04:14 PM | #7 |
The same trigger you used should work just fine as long as they were added to the shop by trigger. You might want to consider chaning the event to sold unit and match that in your actions, but this depends on how you want it to work. |
| 11-17-2006, 10:48 PM | #9 |
You've got it ! ![]() |
| 11-18-2006, 02:15 AM | #10 |
if max is 1 u dont have to do that trigger to disable the unit's sell. |
| 11-18-2006, 03:54 PM | #11 |
Yes you do. I use that method in my map and the heros stay there. I do believe for items though that it takes them out after purchased. Not sure why units don't do the same. |
