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Unit creating

Events


Time - Every 2.00 seconds of game time

Conditions

Actions


Unit Group - Pick every unit in (Units of type Barracks) and do (Actions)



Loop - Actions




Unit - Order (Picked unit) to train/upgrade to a Footman
Unit creating

Events


Time - Every 2.00 seconds of game time

Conditions

Actions


Custom script: set bj_wantDestroyGroup = true


Unit Group - Pick every unit in (Units of type Barracks) and do (Actions)


Loop - Actions



Unit - Order (Picked unit) to train/upgrade to a Footman
Or you make 2 triggers:
1st one detects when a building is finished, then let the building train the specified unit (via if's)
2nd one is, when a building finishes training a unit, order the building to train another.
The upper function works, too and is easier i think.
No, it doesn't.bj_destroy_group cause trigger malfunction in most events of type every X seconds and i think pick every unit doesn't cause leak becouse technical it's imposible to select 1 unit more than 1 time. Btw you always can use the GUI trigger unit remove last picked unit from last created unit group if you think there is leaks
Or you make 2 triggers:
1st one detects when a building is finished, then let the building train the specified unit (via if's)
2nd one is, when a building finishes training a unit, order the building to train another.
The upper function works, too and is easier i think.
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Events


Unit - A unit Finishes construction

Conditions

Actions


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



If - Conditions




(Unit-type of (Constructed structure)) Equal to Dog Training School 8



Then - Actions




Unit - Order (Constructed structure) to train/upgrade to a Puppy



Else - Actions
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Events


Unit - A unit Finishes training a unit

Conditions

Actions


Unit - Order (Triggering unit) to train/upgrade to a (Unit-type of (Trained unit))
