- Joined
- Nov 5, 2008
- Messages
- 536
Hi.
A month ago, a friendly person on this site helped me with this trigger. But now I need help to edit it and I dont want to bother him further. I wonder if anyone here can help me instead.
On my map I have replaced the resource lumber with a new resource called Knowledge. Every race has a "Library" they can construct. Every Library adds 1 lumber (1 Knowledge) to a players storage. This trigger creates units called "1 Knowledge" ,"2 Knowledge" and so on up to "4 Knowledge" when the equal number of lumber (Knowledge) is reached. Knowledge works as a requirement for units. A Riflemen requires "2 Knowledge" in order to be able to be built. The unit "2 Knowledge" is created as a dummy when the player has 2 Lumber. Hence when 2 Libraries are constructed.
The second trigger removes the lumber (Knowledge) when the libraries are destroyed. This system is an important feature on my map and it makes the players able to attack and destroy each other libraries to prevent them from getting to high up in the techtree.
I wonder, is this system able to maintain without useing the resource lumber?
A month ago, a friendly person on this site helped me with this trigger. But now I need help to edit it and I dont want to bother him further. I wonder if anyone here can help me instead.
On my map I have replaced the resource lumber with a new resource called Knowledge. Every race has a "Library" they can construct. Every Library adds 1 lumber (1 Knowledge) to a players storage. This trigger creates units called "1 Knowledge" ,"2 Knowledge" and so on up to "4 Knowledge" when the equal number of lumber (Knowledge) is reached. Knowledge works as a requirement for units. A Riflemen requires "2 Knowledge" in order to be able to be built. The unit "2 Knowledge" is created as a dummy when the player has 2 Lumber. Hence when 2 Libraries are constructed.
The second trigger removes the lumber (Knowledge) when the libraries are destroyed. This system is an important feature on my map and it makes the players able to attack and destroy each other libraries to prevent them from getting to high up in the techtree.
I wonder, is this system able to maintain without useing the resource lumber?
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Add Knowledge
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Events
- Unit - A unit Finishes construction
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Conditions
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Or - Any (Conditions) are true
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Conditions
- (Unit-type of (Constructed structure)) Equal to Library
- (Unit-type of (Constructed structure)) Equal to Library
- (Unit-type of (Constructed structure)) Equal to Library
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Conditions
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Or - Any (Conditions) are true
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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
- ((Owner of (Triggering unit)) Current lumber) Equal to 0
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Then - Actions
- Player - Set (Owner of (Triggering unit)) Current lumber to (((Owner of (Triggering unit)) Current lumber) + 1)
- Unit - Create 1 knowledge1_dummy for (Owner of (Triggering unit)) at ((Center of (Playable map area)) offset by (-4500.00, -4500.00)) facing Default building facing degrees
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Owner of (Triggering unit)) Current lumber) Equal to 1
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Then - Actions
- Player - Set (Owner of (Triggering unit)) Current lumber to (((Owner of (Triggering unit)) Current lumber) + 1)
- Unit - Create 1 knowledge2_dummy for (Owner of (Triggering unit)) at ((Center of (Playable map area)) offset by (-4500.00, -4500.00)) facing Default building facing degrees
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Owner of (Triggering unit)) Current lumber) Equal to 2
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Then - Actions
- Player - Set (Owner of (Triggering unit)) Current lumber to (((Owner of (Triggering unit)) Current lumber) + 1)
- Unit - Create 1 knowledge3_dummy for (Owner of (Triggering unit)) at ((Center of (Playable map area)) offset by (-4500.00, -4500.00)) facing Default building facing degrees
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Owner of (Triggering unit)) Current lumber) Equal to 3
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Then - Actions
- Player - Set (Owner of (Triggering unit)) Current lumber to (((Owner of (Triggering unit)) Current lumber) + 1)
- Unit - Create 1 knowledge4_dummy for (Owner of (Triggering unit)) at ((Center of (Playable map area)) offset by (-4500.00, -4500.00)) facing Default building facing degrees
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
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Remove Knowledge
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Events
- Unit - A unit Dies
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Conditions
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Or - Any (Conditions) are true
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Conditions
- (Unit-type of (Triggering unit)) Equal to Library
- (Unit-type of (Triggering unit)) Equal to Library
- (Unit-type of (Triggering unit)) Equal to Library
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Conditions
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Or - Any (Conditions) are true
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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
- ((Owner of (Triggering unit)) Current lumber) Equal to 4
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Then - Actions
- Player - Set (Owner of (Triggering unit)) Current lumber to (((Owner of (Triggering unit)) Current lumber) - 1)
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Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) of type knowledge4_dummy) and do (Actions)
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Loop - Actions
- Unit - Remove (Picked unit) from the game
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Loop - Actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Owner of (Triggering unit)) Current lumber) Equal to 3
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Then - Actions
- Player - Set (Owner of (Triggering unit)) Current lumber to (((Owner of (Triggering unit)) Current lumber) - 1)
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Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) of type knowledge3_dummy) and do (Actions)
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Loop - Actions
- Unit - Remove (Picked unit) from the game
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Loop - Actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Owner of (Triggering unit)) Current lumber) Equal to 2
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Then - Actions
- Player - Set (Owner of (Triggering unit)) Current lumber to (((Owner of (Triggering unit)) Current lumber) - 1)
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Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) of type knowledge2_dummy) and do (Actions)
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Loop - Actions
- Unit - Remove (Picked unit) from the game
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Loop - Actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Owner of (Triggering unit)) Current lumber) Equal to 1
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Then - Actions
- Player - Set (Owner of (Triggering unit)) Current lumber to (((Owner of (Triggering unit)) Current lumber) - 1)
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Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) of type knowledge1_dummy) and do (Actions)
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Loop - Actions
- Unit - Remove (Picked unit) from the game
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Loop - Actions
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events