# auto gold harvesting problem

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#### pangahas

Level 9
I need help..see I have this trigger that would give me gold whenever I build a goldmine on a gold ore deposit..the problem is I want the income trigger to stop once the ore deposit is depleted?how do i solve this?
• auto gold
• Events
• Unit - A unit Finishes construction
• Conditions
• (Unit-type of (Triggering unit)) Equal to GoldMine
• Actions
• Set A = A
• Set Building[A] = 0
• Set G_Alchem[(Player number of (Owner of (Triggering unit)))] = 5
• For each (Integer Building[B]) from 0 to 1000000, do (Actions)
• Loop - Actions
• -------- Text loops 3 times --------
• Wait 1.00 game-time seconds
• Floating Text - Destroy GoldText_A1[(Player number of (Owner of (Triggering unit)))]
• Set Grupo = (Units within 50.00 of (Position of (Constructed structure)) matching ((Unit-type of (Matching unit)) Equal to Gold ore deposit))
• If (All Conditions are True) then do (Then Actions) else do (Else Actions)
• If - Conditions
• (Number of units in Grupo) Equal to 0
• ((Triggering unit) is alive) Equal to False
• Then - Actions
• Floating Text - Destroy GoldText_A1[(Player number of (Owner of (Triggering unit)))]
• Floating Text - Destroy GoldText_A2[(Player number of (Owner of (Triggering unit)))]
• Floating Text - Destroy GoldText_A3[(Player number of (Owner of (Triggering unit)))]
• Skip remaining actions
• Else - Actions
• Do nothing
• Set Temp_Point = (Position of (Triggering unit))
• Player - Add G_Alchem[(Player number of (Owner of (Triggering unit)))] to (Owner of (Triggering unit)) Current gold
• Floating Text - Create floating text that reads (+ + (String(G_Alchem[(Player number of (Owner of (Triggering unit)))]))) at (Position of (Triggering unit)) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 0.00%), and 0.00% transparency
• Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
• Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
• Floating Text - Change the fading age of (Last created floating text) to 0.50 seconds
• Floating Text - Change (Last created floating text): Disable permanence
• Unit Group - Pick every unit in Grupo and do (Actions)
• Loop - Actions
• Unit - Cause (Picked unit) to damage (Picked unit), dealing 5.00 damage of attack type Spells and damage type Divine
• Set GoldText_A1[(Player number of (Owner of (Triggering unit)))] = (Last created floating text)
• Wait 1.00 game-time seconds
• Floating Text - Destroy GoldText_A2[(Player number of (Owner of (Triggering unit)))]
• Set Grupo = (Units within 50.00 of (Position of (Constructed structure)) matching ((Unit-type of (Matching unit)) Equal to Gold ore deposit))
• If (All Conditions are True) then do (Then Actions) else do (Else Actions)
• If - Conditions
• (Number of units in Grupo) Equal to 0
• ((Triggering unit) is alive) Equal to False
• Then - Actions
• Floating Text - Destroy GoldText_A1[(Player number of (Owner of (Triggering unit)))]
• Floating Text - Destroy GoldText_A2[(Player number of (Owner of (Triggering unit)))]
• Floating Text - Destroy GoldText_A3[(Player number of (Owner of (Triggering unit)))]
• Skip remaining actions
• Else - Actions
• Do nothing
• Player - Add G_Alchem[(Player number of (Owner of (Triggering unit)))] to (Owner of (Triggering unit)) Current gold
• Floating Text - Create floating text that reads (+ + (String(G_Alchem[(Player number of (Owner of (Triggering unit)))]))) at (Position of (Triggering unit)) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 0.00%), and 0.00% transparency
• Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
• Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
• Floating Text - Change the fading age of (Last created floating text) to 0.50 seconds
• Floating Text - Change (Last created floating text): Disable permanence
• Unit Group - Pick every unit in Grupo and do (Actions)
• Loop - Actions
• Unit - Cause (Picked unit) to damage (Picked unit), dealing 5.00 damage of attack type Spells and damage type Divine
• Set GoldText_A2[(Player number of (Owner of (Triggering unit)))] = (Last created floating text)
• Wait 1.00 game-time seconds
• Floating Text - Destroy GoldText_A3[(Player number of (Owner of (Triggering unit)))]
• Set Grupo = (Units within 50.00 of (Position of (Constructed structure)) matching ((Unit-type of (Matching unit)) Equal to Gold ore deposit))
• If (All Conditions are True) then do (Then Actions) else do (Else Actions)
• If - Conditions
• ((Triggering unit) is alive) Equal to False
• (Number of units in Grupo) Equal to 0
• Then - Actions
• Floating Text - Destroy GoldText_A1[(Player number of (Owner of (Triggering unit)))]
• Floating Text - Destroy GoldText_A2[(Player number of (Owner of (Triggering unit)))]
• Floating Text - Destroy GoldText_A3[(Player number of (Owner of (Triggering unit)))]
• Skip remaining actions
• Else - Actions
• Do nothing
• Player - Add G_Alchem[(Player number of (Owner of (Triggering unit)))] to (Owner of (Triggering unit)) Current gold
• Floating Text - Create floating text that reads (+ + (String(G_Alchem[(Player number of (Owner of (Triggering unit)))]))) at (Position of (Triggering unit)) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 0.00%), and 0.00% transparency
• Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
• Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
• Floating Text - Change the fading age of (Last created floating text) to 0.50 seconds
• Floating Text - Change (Last created floating text): Disable permanence
• Unit Group - Pick every unit in Grupo and do (Actions)
• Loop - Actions
• Unit - Cause (Picked unit) to damage (Picked unit), dealing 5.00 damage of attack type Spells and damage type Divine
• Set GoldText_A3[(Player number of (Owner of (Triggering unit)))] = (Last created floating text)
• Set Building[B] = (Building[B] + 1)
• Custom script: call RemoveLocation (udg_Temp_Point)
• If (((Triggering unit) is alive) Equal to False) then do (Skip remaining actions) else do (Do nothing)

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