- Joined
- Jul 1, 2012
- Messages
- 188
Going to cut this to the point. I'm trying to do a system/trigger that makes it feels like you develop your own army on my map.
Start with Milita, that can develop into Mercanery and Footman.
This is mainly the same trigger but it doesn't give a possibly to new research, it's just to cut of the other paths and turn on Crusader and turn off Footmans... and here the problems come.
1.
2.
I think there is something wrong with the Conditions but then I wonder why it even turns the Crusaders/Mage Warriors and Legioneers on for production since the upgrades doesn't do that. Also I think it's very weird it works once/twice (There is also a Mercanery script that turns of milita and opens new paths) So... is anyone seeing the error in the scripts?
Start with Milita, that can develop into Mercanery and Footman.
- Event
- Unit - A unit Finishes researech
- Conditions
- (Current research level of Path Footman for (Triggering player)) Equal to 1
- Actions
- Player - Limit training of footman to -1 for (Triggering player)Player - Limit training of Milita to 0 for (Triggering player)
- Ser the max research level of Path Mercanery to 0 for (Triggering player)
- Player - Set the max research level of Path Mage Warrior to 1
- Player - Set the max research level of Path Crusader to 1 for (Triggering player)
- [Player - Set the max research level of Path Legioneer to 1 for (Triggering player)
- Event
- Unit - A unit Finishes research
- Conditions
- (Current research level of Path Crusader for (Triggering player)) Equal to 1
- Actions
- Player - Limit training to Crusader to -1 for (Triggering player)
- Player - Limit training of Footman to 0 for (Triggering player)
- Player - Set the max research level of path mage Warrior to 0 for (Triggering player)
- Player - Set the max research level of Path Legioneer to 0 for (Triggering player)
This is mainly the same trigger but it doesn't give a possibly to new research, it's just to cut of the other paths and turn on Crusader and turn off Footmans... and here the problems come.
1.
- Set the max research level of X to 0 for (Triggering player)
2.
- Player - Limit training of Footman to 0 for (Triggering player)
I think there is something wrong with the Conditions but then I wonder why it even turns the Crusaders/Mage Warriors and Legioneers on for production since the upgrades doesn't do that. Also I think it's very weird it works once/twice (There is also a Mercanery script that turns of milita and opens new paths) So... is anyone seeing the error in the scripts?
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