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Disabling Upgrades/Research

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Level 12
Joined
Aug 22, 2008
Messages
911
  • Untitled Trigger 001
    • Events
      • Unit - A unit Finishes research
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Researched tech-type) equal to ResearchX
        • Then - Actions
          • Player - Disable ResearchY for (Owner of (Triggering Unit))
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Researched tech-type) equal to ResearchY
            • Then - Actions
              • Player - Disable ResearchX for (Owner of (Triggering Unit))
            • Else - Actions
Pretty simple.
 
Level 11
Joined
May 31, 2008
Messages
698
You can make the "researches" units. When the building finishes training unitX you will run a trigger that sets researchX to 1 and that will also make unitY unable to be trained (limit training for unitY to 0). Also the trigger should remove the trained unit from the game.

The same idea applies for researchY
 
Level 12
Joined
Mar 10, 2008
Messages
869
Maybe you could make 2 dummy buildings?
"ResearchX not Researched"
"ResearchY not Researched"
Give these to every player who can research that, then add requirements for ResearchX, the building "ResearchY not Researched" and Vice Versa.
Make these buildings for each player that can research X and Y.
Instead of doing idodik's imaginary Action, just do "Remove ResearchY not Researched from the game" ... and Vice Versa.
 
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