- Joined
- Aug 1, 2009
- Messages
- 714
Ok I have a problem last time but a lot of solution have no solution to my problem and forced me to find another way. (Which is an awkward way.) Now I need another help.
I need help about stopping an upgrade of a structure.
I use custom resources here so this may be hard.
This is my trigger so far and I need some stopping trigger.
Here is my trigger.
I need help about stopping an upgrade of a structure.
I use custom resources here so this may be hard.
This is my trigger so far and I need some stopping trigger.
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Farm Ancient
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Events
- Unit - A unit Begins an upgrade
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Conditions
- (Unit-type of (Triggering unit)) Equal to Farm (Ancient Age)
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Player_Resources_Timber[(Player number of (Owner of (Triggering unit)))] Less than or equal to 49
-
Then - Actions
- "Need stopping upgrade here"
- Set PG = (Player group((Owner of (Triggering unit))))
- Cinematic - Clear the screen of text messages for PG
- Game - Display to PG for 5.00 seconds the text: ...
- Custom script: call DestroyForce (udg_PG)
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Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Player_Resources_Food[(Player number of (Owner of (Triggering unit)))] Less than or equal to 24
-
Then - Actions
- "Need stopping upgrade here"
- Set PG = (Player group((Owner of (Triggering unit))))
- Cinematic - Clear the screen of text messages for PG
- Game - Display to PG for 5.00 seconds the text: ...
- Custom script: call DestroyForce (udg_PG)
-
Else - Actions
- Set Player_Resources_Timber[(Player number of (Owner of (Triggering unit)))] = (Player_Resources_Timber[(Player number of (Owner of (Triggering unit)))] - 50)
- Set Player_Resources_Food[(Player number of (Owner of (Triggering unit)))] = (Player_Resources_Food[(Player number of (Owner of (Triggering unit)))] - 25)
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If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
Here is my trigger.
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Player_Resources_Food[(Player number of (Owner of (Triggering unit)))] Less than or equal to 24
-
Then - Actions
- Custom script: call IssueImmediateOrderById( GetTriggerUnit( ), 0xD0008 )
- Set PG = (Player group((Owner of (Triggering unit))))
- Cinematic - Clear the screen of text messages for PG
- Game - Display to PG for 5.00 seconds the text: ...
- Custom script: call DestroyForce (udg_PG)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Player_Resources_Timber[(Player number of (Owner of (Triggering unit)))] Less than or equal to 49
-
Then - Actions
- Custom script: call IssueImmediateOrderById( GetTriggerUnit( ), 0xD0008 )
- Set PG = (Player group((Owner of (Triggering unit))))
- Cinematic - Clear the screen of text messages for PG
- Game - Display to PG for 5.00 seconds the text: ...
- Custom script: call DestroyForce (udg_PG)
-
Else - Actions
- Set Player_Resources_Timber[(Player number of (Owner of (Triggering unit)))] = (Player_Resources_Timber[(Player number of (Owner of (Triggering unit)))] - 50)
- Set Player_Resources_Food[(Player number of (Owner of (Triggering unit)))] = (Player_Resources_Food[(Player number of (Owner of (Triggering unit)))] - 25)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Custom script: call IssueImmediateOrderById( GetTriggerUnit( ), 0xD0008 )