[Solved] Mercenary Camp Issue

Level 9
Joined
Sep 10, 2022
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142
  • Untitled Trigger 001
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Player - Set Player 1 (Red).Current gold to 750
      • Player - Set Player 1 (Red).Current lumber to 750
      • Neutral Building - Add Footman to Mercenary Camp 0001 <gen> with 0 in stock and a max stock of 1
      • Neutral Building - Add Rifleman to Mercenary Camp 0001 <gen> with 0 in stock and a max stock of 1

My issue is that the units are not added for selling. So, I have a question: what could be the problem? My building is tagged "Mechanical and Neutral". Should the building belong to the player or should it be neutral-passive? The units I add need to belong to a certain color or be neutral-hostile?
Is there some kind of delay in the appearance of units in the camp during the gameplay itself?


Edit: Well, it seems it only works for neutral hostile units when used with triggers...
 
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Does your building have the "sell units" ability?
Yes, it had and still has.

I think I have encountered another problem here. I can't add a unit to the mercenary camp if it does not have "Creep" race, and as far as I know, I cannot change RACE with triggers.

(Most likely because 'urac' is responsible for the class, and objects of this class in the form of units cannot be changed).

EDIT: Moreover, it seems I understand it right now: Every unit that you want to add to a camp with:

  • Neutral Building - Add Footman to Mercenary Camp (Custom) 0000 <gen> with 1 in stock and a max stock of 1
Must be created based on Neutral Hostile Unit. Otherwise, IT WON'T WORK. This isn't very pleasant. Imagine you have many types of units you need to transfer to a camp via trigger, so you must create their neutral-hostile variants now too...
 
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