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unit unavailability trigger not working

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Level 26
Joined
Dec 3, 2018
Messages
873
  • Abo upgrade
    • Events
      • Unit - A unit Begins training a unit
    • Conditions
      • (Level of Fake upgrade for (Trained unit)) Greater than or equal to 1
    • Actions
      • Player - Make (Trained unit-type) Unavailable for training/construction by (Owner of (Triggering unit))
This upgrade should make the unit not available after the 1st instance of it is being trained, duss making it behave like a research. Why it does nothing?
 
Level 18
Joined
Mar 16, 2008
Messages
721
What is your exact goal with this trigger? I think you want your trigger to look more like this:

  • Untitled Trigger 001
    • Events
      • Unit - A unit owned by Player 1 (Red) Finishes research
    • Conditions
      • (Researched tech-type) Equal to Fake Upgrade
    • Actions
      • Player - Make Peasant Unavailable for training/construction by Player 1 (Red)
 
Level 7
Joined
Dec 9, 2014
Messages
89
The trigger works just fine if you do A unit Finishes training a unit instead of A unit starts training a unit. (Just tested)

  • Melee Initialization
    • Events
      • Unit - A unit Finishes training a unit
    • Conditions
      • (Level of Defend for (Trained unit)) Equal to 1
    • Actions
      • Player - Make (Trained unit-type) Unavailable for training/construction by (Owner of (Triggering unit))
 

Wrda

Spell Reviewer
Level 26
Joined
Nov 18, 2012
Messages
1,891
If you want to limit the amount of units of unit type "footman" to 1 then you can simply do it on initialization.
  • Melee Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Player - Limit training of Footman to 1 for Player 1 (Red)
      • Player - Limit training of Footman to 1 for Player 2 (Blue)
      • Player - Limit training of Footman to 1 for Player 3 (Teal)
This way you don't need to worry if it is canceled while training and to re-enable after its death.
 
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