okay so i need to fix a bug with my map. Settin the unit classification at object editor to 'town hall' Wont Work, neither does the gameplay constants, so i need a trigger for that... i have somethin but it doesnt work well ( if u build more than 2 )
that is not the proper way to do this because if a 2nd one is created it sets the 2nd one as 'hiddenbasevariable' , so the 1st one has no variable now.... and it can not be deleted ( after a custom hall is killed )
that is not the proper way to do this because if a 2nd one is created it sets the 2nd one as 'hiddenbasevariable' , so the 1st one has no variable now.... and it can not be deleted ( after a custom hall is killed )
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Events
- Unit - A unit Begins construction
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Conditions
- (Unit-type of (Triggering unit)) Equal to (==) Temple of Tides
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Actions
- Set NrofTownHalls[(Player number of (Owner of (Triggering unit)))] = NrofTownHalls[((Player number of (Owner of (Triggering unit))) + 1)]
- Unit - Create 1 Castle for (Owner of (Triggering unit)) at (Position of (Constructing structure)) facing Default building facing (270.0) degrees
- Set RevealBuildings[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
- Set HiddenBaseVariable = (Last created unit)
- Unit - Hide (Last created unit)
- Unit - Add Invulnerable (Neutral) to (Last created unit)
- Unit - Turn collision for (Last created unit) Off
- Unit - Add classification of Ethereal to (Last created unit)
- Unit - Remove Return Gold and Lumber from (Last created unit)
- Unit - Kill HiddenBaseVariable