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[Trigger] Why doesn't this work correctly?

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Level 7
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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.

  • 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)
This basicly does cut of the Mercanery path, disable Milita units and provide three new paths and it works absolutly fine.

  • 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)
(x3 but just with the other options.)
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)
Doesn't work ingame since I can still upgrade.
2.
  • Player - Limit training of Footman to 0 for (Triggering player)
None of them turn of Footman, but the Footman script turns of Milita and both use the script.

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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Level 20
Joined
Jul 14, 2011
Messages
3,213
Dude, you can Open the trigger tag, pots the whole trigger, and close it at the end, not Open/Close for each trigger line.

If there are other scripts related to this one, you should post them too :)
 
Start with Milita, that can develop into Mercanery and Footman.
take note that research affects all units in a player, so I suggest to use transformations if your system involves ranking of individual units...

now to your problem, its best to post the entire map so that people can test it, but like DSG said, put a GAme message after the condition if that can be displayed or not...
 
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