- Joined
- Mar 23, 2008
- Messages
- 1,813
Hello.
I have made a trigger to detect a certain buff on a unit, to decide if you are to recieve lumber or gold by killing it. However, the lumber part does not work, it seems the trigger does not notice that the unit has the buff.
I got two different units to try it out on, one with the buff and one without it. Currently both units gives me gold.
Both units have 2 point value. The buff I've created is based on war drums from the kodo unit. Does the aura not count as a buff if it is "self" targeted only?
Also, if anyone know a better way to do this, I am all ears.
I have made a trigger to detect a certain buff on a unit, to decide if you are to recieve lumber or gold by killing it. However, the lumber part does not work, it seems the trigger does not notice that the unit has the buff.
I got two different units to try it out on, one with the buff and one without it. Currently both units gives me gold.
Both units have 2 point value. The buff I've created is based on war drums from the kodo unit. Does the aura not count as a buff if it is "self" targeted only?
Also, if anyone know a better way to do this, I am all ears.
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Team1 Bounty
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Events
- Unit - A unit Dies
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Conditions
- ((Triggering unit) belongs to an ally of Player 12 (Brown)) Equal to True
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Actions
- Set Temp_Playergroup = (All allies of Player 1 (Red))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Triggering unit) has buff Lumber Bounty ) Equal to True
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Then - Actions
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Player Group - Pick every player in Temp_Playergroup and do (Actions)
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Loop - Actions
- Player - Add (Point-value of (Triggering unit)) to (Picked player) Current lumber
- Floating Text - Create floating text that reads (+ + (String((Point-value of (Triggering unit))))) above (Triggering unit) with Z offset 1.00, using font size 11.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
- Floating Text - Set the velocity of (Last created floating text) to 45.00 towards 90.00 degrees
- Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
- Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
- Floating Text - Change (Last created floating text): Disable permanence
- Floating Text - Show (Last created floating text) for Temp_Playergroup
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Loop - Actions
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Player Group - Pick every player in Temp_Playergroup and do (Actions)
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Else - Actions
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Player Group - Pick every player in Temp_Playergroup and do (Actions)
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Loop - Actions
- Player - Add (Point-value of (Triggering unit)) to (Picked player) Current gold
- Floating Text - Create floating text that reads (+ + (String((Point-value of (Triggering unit))))) above (Triggering unit) with Z offset 1.00, using font size 11.00, color (100.00%, 100.00%, 0.00%), and 0.00% transparency
- Floating Text - Set the velocity of (Last created floating text) to 45.00 towards 90.00 degrees
- Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
- Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
- Floating Text - Change (Last created floating text): Disable permanence
- Floating Text - Show (Last created floating text) for Temp_Playergroup
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Loop - Actions
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Player Group - Pick every player in Temp_Playergroup and do (Actions)
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If - Conditions
- Custom script: call DestroyForce(udg_Temp_Playergroup)
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Events