- Joined
- Jul 22, 2015
- Messages
- 3,485
I made my own income system for my project that gives the player income based on the amount of structures they have. After some tinkering, I found that while a structure is being built or being upgraded, the player will still get credit for that structure, which I do not want. My way around is to use custom values: if structure is built or finishing an upgrade, set custom value = 1; if they are being built or beginning an upgrade, set custom value = 0. I then added an extra condition that only adds income if the custom value of the unit is 1.
My question is: For Income Remove Unit, why does the condition not take "triggering unit" as a valid comparison for the trigger like Income Add Unit? The trigger will only run if I set it to Constructing structure, yet I set the custom value of the "triggering unit", which happens just fine.
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My question is: For Income Remove Unit, why does the condition not take "triggering unit" as a valid comparison for the trigger like Income Add Unit? The trigger will only run if I set it to Constructing structure, yet I set the custom value of the "triggering unit", which happens just fine.