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hero limit

Events


Unit - A unit enters (Playable map area)

Conditions


((Unit-type of (Triggering unit)) is A Hero) Equal to True

Actions


Player - Limit training of Heroes to 0 for (Owner of (Triggering unit))
Player Group - Pick every player in (All players) and do Actions

Loop - Actions


Player - Limit training of <hero unit type> to 1 for (Picked player)
Just do:At map initialization trigger. Repeat procedure for each hero-type unit.
Player Group - Pick every player in (All players) and do Actions
Loop - Actions
Player - Limit training of <hero unit type> to 1 for (Picked player)
It will disable players from having more than 1 hero of each type at a time. And ofcourse when hero dies, he is still able to be resurrected at altar.
Untitled Trigger 001

Events


Unit - A unit Sells a unit

Conditions


((Sold unit) is A Hero) Equal to True

Actions


Set Hero_count[(Player number of (Owner of (Sold unit)))] = (Hero_count[(Player number of (Owner of (Sold unit)))] + 1)


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




Hero_count[(Player number of (Owner of (Sold unit)))] Greater than or equal to 2



Then - Actions




Unit - Remove (Sold unit) from the game



Else - Actions
this not even a fix...
Untitled Trigger 001
Events
Unit - A unit Sells a unit
Conditions
((Sold unit) is A Hero) Equal to True
Actions
Set Hero_count[(Player number of (Owner of (Sold unit)))] = (Hero_count[(Player number of (Owner of (Sold unit)))] + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Hero_count[(Player number of (Owner of (Sold unit)))] Greater than or equal to 2
Then - Actions
Unit - Remove (Sold unit) from the game
Else - Actions
this looks like what I wanted, I aint sure tho. I will submit another post incase any kind of problem happens.Download the test map below.
yup. but the problem is first hall :/@RLstorm; have you set gameplay constants and object editor data so future heroes requires hall on hiegher level?