Sorry, I've searched for hours and can't seem to find an answer to this.
In my trigger, I detect when a specific gold mine is empty (dies). So I use this:
Player4 TimerStart
Events
Unit - Gold Mine 0006 <gen> Dies
Conditions
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) for 12.00 seconds the text: ((Player 4 Gold Mine < + (String(AI_MinGoldAmount))) + - will now receive gifts of Gold & Lumber!)
Countdown Timer - Start AI_Plr4_ResourceTimer as a Repeating timer that will expire in AI_Plr4_TimeInterval seconds
It works fine, except if player 4 is undead I've tried everything I can think of but cannot reference the gold mine once it has been haunted at the start of the game. Using "Gold Mine 0006 <gen>" is simply ignored.
How do I detect if a haunted gold mine is empty (died) in the event?
Any advice greatly appreciated.
In my trigger, I detect when a specific gold mine is empty (dies). So I use this:
Player4 TimerStart
Events
Unit - Gold Mine 0006 <gen> Dies
Conditions
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) for 12.00 seconds the text: ((Player 4 Gold Mine < + (String(AI_MinGoldAmount))) + - will now receive gifts of Gold & Lumber!)
Countdown Timer - Start AI_Plr4_ResourceTimer as a Repeating timer that will expire in AI_Plr4_TimeInterval seconds
It works fine, except if player 4 is undead I've tried everything I can think of but cannot reference the gold mine once it has been haunted at the start of the game. Using "Gold Mine 0006 <gen>" is simply ignored.
How do I detect if a haunted gold mine is empty (died) in the event?
Any advice greatly appreciated.