Just do:At map initialization trigger. Repeat procedure for each hero-type unit.
- Player Group - Pick every player in (All players) and do Actions
- Loop - Actions
- Player - Limit training of <hero unit type> to 1 for (Picked player)
It will disable players from having more than 1 hero of each type at a time. And ofcourse when hero dies, he is still able to be resurrected at altar.
this not even a fix...
- Untitled Trigger 001
- Events
- Unit - A unit Sells a unit
- Conditions
- ((Sold unit) is A Hero) Equal to True
- Actions
- Set Hero_count[(Player number of (Owner of (Sold unit)))] = (Hero_count[(Player number of (Owner of (Sold unit)))] + 1)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Hero_count[(Player number of (Owner of (Sold unit)))] Greater than or equal to 2
- Then - Actions
- Unit - Remove (Sold unit) from the game
- Else - Actions
this looks like what I wanted, I aint sure tho. I will submit another post incase any kind of problem happens.Download the test map below.
yup. but the problem is first hall :/@RLstorm; have you set gameplay constants and object editor data so future heroes requires hall on hiegher level?