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[Trigger] i need a trigger to remove/add an ability on a unit, thats not allready placed

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Level 4
Joined
Apr 19, 2009
Messages
42
Events
Player - Player 1 (Red) types a chat message containing -regrowoff as An exact match
(this is copied from player 1-12)

Conditions
(Name of (Triggering player)) Equal to fsngnshiekfan

Actions
Unit Group - Pick every unit in (units of type Nature Lover) and do (Unit - Remove Regrow Trees from (Triggering Unit)

its not working, what do i nee to change? (nature lover = unit)(regrow trees = unit ability without research need)
 
Level 20
Joined
Jan 6, 2008
Messages
2,627
Umm, this is easy. Just make your start Regrowth first and just make it, and make it that it is "Every -_- seconds of the game"
And Paste all your triggers, take off the Conditions and just add Stop : Trigger - Regrowth trigger. And make the same with a -Regrowon and make it say: Trigger - Start Regrowth Trigger
 
Level 21
Joined
Aug 21, 2005
Messages
3,699
You can only remove abilities if they have been added through triggers. That's what I've heard.
I really doubt that.

Unit Group - Pick every unit in (units of type Nature Lover) and do (Unit - Remove Regrow Trees from (Triggering Unit)

You're removing the ability from Triggering unit. You should remove the ability from Picked unit instead, as you're picking units here.
 
Level 9
Joined
Aug 21, 2008
Messages
533
Add a unit to techtree requiments- zb a invulerabke sheep in a corner for every player or a dummy unit.
WHen the trigger should remove the spell just kill the units and when they should heve the spell again just create new ones.
This is very nice for the players cause you can say to them wy they lost the spell. So just name the unit something like " need more than 100 controlled units" or whatever you like.
 
Level 12
Joined
Aug 22, 2008
Messages
911
  • Name of Player equal to WTF?????
That might be the problem. Consider switching to:
  • Index of Player equal to X
SlayerII said:
Add a unit to techtree requiments- zb a invulerabke sheep in a corner for every player or a dummy unit.
WHen the trigger should remove the spell just kill the units and when they should heve the spell again just create new ones.
This is very nice for the players cause you can say to them wy they lost the spell. So just name the unit something like " need more than 100 controlled units" or whatever you like.
No. Use Eleandor's solution.
Slaydon said:
Umm, this is easy. Just make your start Regrowth first and just make it, and make it that it is "Every -_- seconds of the game"
And Paste all your triggers, take off the Conditions and just add Stop : Trigger - Regrowth trigger. And make the same with a -Regrowon and make it say: Trigger - Start Regrowth Trigger
Neither is that good. I don't think there's even such an action as "Stop Trigger".
 
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