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?
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auto gold
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Events
- Unit - A unit Finishes construction
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Conditions
- (Unit-type of (Triggering unit)) Equal to GoldMine
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Actions
- Set A = A
- Set Building[A] = 0
- Set G_Alchem[(Player number of (Owner of (Triggering unit)))] = 5
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For each (Integer Building[B]) from 0 to 1000000, do (Actions)
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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))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Number of units in Grupo) Equal to 0
- ((Triggering unit) is alive) Equal to False
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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
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Else - Actions
- Do nothing
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If - Conditions
- 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
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Unit Group - Pick every unit in Grupo and do (Actions)
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Loop - Actions
- Unit - Cause (Picked unit) to damage (Picked unit), dealing 5.00 damage of attack type Spells and damage type Divine
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Loop - Actions
- 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))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Number of units in Grupo) Equal to 0
- ((Triggering unit) is alive) Equal to False
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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
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Else - Actions
- Do nothing
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If - Conditions
- 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
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Unit Group - Pick every unit in Grupo and do (Actions)
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Loop - Actions
- Unit - Cause (Picked unit) to damage (Picked unit), dealing 5.00 damage of attack type Spells and damage type Divine
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Loop - Actions
- 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))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Triggering unit) is alive) Equal to False
- (Number of units in Grupo) Equal to 0
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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
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Else - Actions
- Do nothing
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If - Conditions
- 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
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Unit Group - Pick every unit in Grupo and do (Actions)
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Loop - Actions
- Unit - Cause (Picked unit) to damage (Picked unit), dealing 5.00 damage of attack type Spells and damage type Divine
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Loop - Actions
- 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)
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Loop - Actions
- If (((Triggering unit) is alive) Equal to False) then do (Skip remaining actions) else do (Do nothing)
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Events