- Joined
- Jan 12, 2014
- Messages
- 59
Hello !
I'm creating custom LOTR races for fun and i'd like to create special effects on active buildings to show that they are training something (because i used doodads and things like that)
I did something not very optimal. Basically, i check if the building has not an effect on him (by checking if variables are empty), if tha variable is empty : it takes it, if not, i check the next variable etc.
The issue is that many buildings of the same type must exist and each must have his OWN EFFECT so its own variable !
Here's the detection :
Then it creates the special effect
And finally it stops it and clear everything
BUT, i need to copy paste and create new variables as much as "this kind of the building" may be built... :/
I'm not a programmer , nor a very good logic-guy , i think i missed a clever and more simple solution !
PS : it doesnt work for researches ... how can i detect a unit training or research within 1 trigger ?
Thanks !
I'm creating custom LOTR races for fun and i'd like to create special effects on active buildings to show that they are training something (because i used doodads and things like that)
I did something not very optimal. Basically, i check if the building has not an effect on him (by checking if variables are empty), if tha variable is empty : it takes it, if not, i check the next variable etc.
The issue is that many buildings of the same type must exist and each must have his OWN EFFECT so its own variable !
Here's the detection :
Then it creates the special effect
And finally it stops it and clear everything
BUT, i need to copy paste and create new variables as much as "this kind of the building" may be built... :/
I'm not a programmer , nor a very good logic-guy , i think i missed a clever and more simple solution !
PS : it doesnt work for researches ... how can i detect a unit training or research within 1 trigger ?
Thanks !