- Joined
- Jun 12, 2007
- Messages
- 1,261
Trying to make a different harvest method.
Having some problems, it's basic but does not work.
I also attached my map.
I want to use this to have multiple deposits were u can get resources.
I tried other methods, but I think basing it of the regular harvest is best.
These are my triggers:
Also how can I remove the +10 that appears when they bring back lumber?
+ Rep for solver.
Having some problems, it's basic but does not work.
I also attached my map.
I want to use this to have multiple deposits were u can get resources.
I tried other methods, but I think basing it of the regular harvest is best.
These are my triggers:
-
HarvestStore
-
Events
- Unit - A unit Starts the effect of an ability
-
Conditions
- (Ability being cast) Equal to Return Lumber
-
Actions
- Player - Add -10 to (Owner of (Triggering unit)) Current lumber
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Custom value of (Triggering unit)) Equal to 1
-
Then - Actions
- Unit - Set the custom value of (Triggering unit) to 0
- Set UnitPoint[(Player number of (Owner of (Triggering unit)))] = (Position of (Triggering unit))
- Floating Text - Create floating text that reads +10 Gold at UnitPoint[(Player number of (Owner of (Triggering unit)))] with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
- Floating Text - Change (Last created floating text): Disable permanence
- Floating Text - Change the lifespan of (Last created floating text) to 5.00 seconds
- Floating Text - Change the fading age of (Last created floating text) to 0.00 seconds
- Floating Text - Set the velocity of (Last created floating text) to 15.00 towards 90.00 degrees
- Custom script: call RemoveLocation(udg_UnitPoint[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))])
-
Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Custom value of (Triggering unit)) Equal to 2
-
Then - Actions
- Unit - Set the custom value of (Triggering unit) to 0
- Set UnitPoint[(Player number of (Owner of (Triggering unit)))] = (Position of (Triggering unit))
- Floating Text - Create floating text that reads +10 Iron at UnitPoint[(Player number of (Owner of (Triggering unit)))] with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
- Floating Text - Change (Last created floating text): Disable permanence
- Floating Text - Change the lifespan of (Last created floating text) to 5.00 seconds
- Floating Text - Change the fading age of (Last created floating text) to 0.00 seconds
- Floating Text - Set the velocity of (Last created floating text) to 15.00 towards 90.00 degrees
- Custom script: call RemoveLocation(udg_UnitPoint[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))])
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Events
-
Harvest
-
Events
- Unit - A unit Starts the effect of an ability
-
Conditions
- (Ability being cast) Equal to Harvest (Gold and Lumber)
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Destructible-type of (Target destructible of ability being cast)) Equal to Gold Deposit
-
Then - Actions
- Unit - Set the custom value of (Triggering unit) to 1
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Destructible-type of (Target destructible of ability being cast)) Equal to Iron Deposit
-
Then - Actions
- Unit - Set the custom value of (Triggering unit) to 2
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
Also how can I remove the +10 that appears when they bring back lumber?
+ Rep for solver.