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Approved
Zergling Double Up

Events


Unit - A unit Finishes training a unit

Conditions


(Level of Double Me Up (Captain) for (Trained unit)) Greater than 0

Actions


Set ZerglingTrainedUnit = (Trained unit)


Set ZerglingTrainerPoint = (Position of ZerglingTrainedUnit)


Unit - Disable supply usage for ZerglingTrainedUnit


Unit - Create 1 (Unit-type of ZerglingTrainedUnit) for (Owner of ZerglingTrainedUnit) at ZerglingTranerPoint facing Default building facing degrees


Set ZerglingTrainedUnit = (Last created unit)


Set ZerglingTrainerPoint = (Rally-Point of (Rally-Point of (Triggering unit) as a unit) as a point)


Set ZerglingRallyPoint = (Rally-Point of (Triggering unit) as a unit)


Unit - Disabled supply usage for ZerglingTrainedUnit


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




ZerglingRallyPoint Not equal to No unit



Then - Actions




Unit - Order ZerglingTrainedUnit to Follow ZerglingRallyPoint



Else - Actions




Unit - Order ZerglingTrainedUnit to Attack-Move To ZerglingTrainerPoint


Player - Set (Owner of ZerglingTrainedUnit) Food used to (((Owner of ZerglingTrainedUnit) Food used) + (Supply used by ZerglingTrainedUnit))


Custom Script: call RemoveLocation(udg_ZerglingTrainerPoint)
Zergling Dies

Events


Unit - A unit Dies

Conditions


(Level of Double Me Up (Captain) for (Triggering unit)) Greater than 0

Actions


Set ZerglingDyingUnit = (Triggering unit)


Set ZerglingCounter[(Player number of (Owner of ZerglingDyingUnit))] = (ZerglingCounter[(Player number of (Owner of ZerglingDyingUnit))] + 1)


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




((Supply used by (Unit-type of ZerglingDyingUnit)) / 2) Greater than 0



Then - Actions




Player - Set (Owner of ZerglingDyingUnit) Food used to (((Owner of ZerglingDyingUnit) Food used) - ((Supply used by (Unit-type of ZerglingDyingUnit)) / 2))



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




ZerglingCounter[(Player number of (Owner of ZerglingDyingUnit))] Greater than 1



Then - Actions




Set ZerglingCounter[(Player number of (Owner of ZerglingDyingUnit))] = 0




Player - Set (Owner of ZerglingDyingUnit) Food used to (((Owner of ZerglingDyingUnit) Food used) - ((Supply used by (Unit-type of ZerglingDyingUnit)) mod 2))



Else - Actions
Zergling Double Up

Events


Unit - A unit Finishes training a unit

Conditions


(Level of Double Me Up (Captain) for (Trained unit)) Greater than 0

Actions


Set ZerglingTrainedUnit = (Trained unit)


Set ZerglingTrainerPoint = (Position of ZerglingTrainedUnit)


Unit - Disable supply usage for ZerglingTrainedUnit


Unit - Create 1 (Unit-type of ZerglingTrainedUnit) for (Owner of ZerglingTrainedUnit) at ZerglingTranerPoint facing Default building facing degrees


Set ZerglingTrainedUnit = (Last created unit)


Unit - Disabled supply usage for ZerglingTrainedUnit


Unit - Order ZerglingTrainedUnit to Attack-Move To (Rally-Point of (Triggering unit) as a point)


Player - Set (Owner of ZerglingTrainedUnit) Food used to (((Owner of ZerglingTrainedUnit) Food used) + 1)


Custom Script: call RemoveLocation(udg_ZerglingTrainerPoint)
Wouldn't it just be easier to disable supply for the first unit and not the second one you create?
Trained unit = no food cost.
Created unit = 1 food cost.
Then you don't need the "a zergling dies" trigger.
ZerglingCounter[(Player number of (Owner of (Triggering unit)))] Greater than 1
ZerglingCounter[(Player number of (Owner of (Triggering unit)))] = 0
Zergling Double Up

Events


Unit - A unit Finishes training a unit

Conditions


(Level of Double Me Up (Captain) for (Trained unit)) Greater than 0

Actions


Set ZerglingTrainedUnit = (Trained unit)


Set ZerglingTrainerPoint = (Position of ZerglingTrainedUnit)


Unit - Disable supply usage for ZerglingTrainedUnit


Unit - Create 1 (Unit-type of ZerglingTrainedUnit) for (Owner of ZerglingTrainedUnit) at ZerglingTrainerPoint facing Default building facing degrees


Set ZerglingTrainedUnit = (Last created unit)


Set ZerglingTrainerPoint = (Rally-Point of (Triggering unit) as a point)


Set ZerglingRallyPoint = (Rally-Point of (Triggering unit) as a unit)


Unit - Disable supply usage for ZerglingTrainedUnit


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




ZerglingRallyPoint Not equal to No unit



Then - Actions




Unit - Order ZerglingTrainedUnit to Follow ZerglingRallyPoint



Else - Actions




Unit - Order ZerglingTrainedUnit to Attack-Move To ZerglingTrainerPoint


Player - Set (Owner of ZerglingTrainedUnit) Food used to (((Owner of ZerglingTrainedUnit) Food used) + 1)


Custom script: call RemoveLocation(udg_ZerglingTrainerPoint)
This is just not true. Usefulnes is a factor for approval.Mods usually just don´t care whether or not a resource is useful, it just has to be complicated. If you want the trigger approved I suggest you complicate it. I am clueless when it comes to triggering cause I have adhd and I often find easy simplistic triggering task in we to be very frustrating. It would be nice if mods considered whether or not a resource is useful to be the deciding factor in approval.
Not many people would know how to this right away, I don't see why this isn't approvable. Sure it's simple, but it is original/unique meaning the first of its resource genre to be submitted right? If not then link the first, I just think that this is quite a nice idea so units can cost decimals/reals instead of integers. He did it nicely too, even put in the rally point consideration.
Edit: The concept is indeed approvable iceman, but I think he needs to fix a few hardcoded value's. The only thing that is hardcoded still is 1 food, and more then one unit type however there's much more "simple" resources in our section then you seem to consider. . . I won't link them because I don't want to offend anyone, but it should be easy enough to spot.
Okay, so let's discuss this a bit more.
This is just not true. Usefulnes is a factor for approval.
Sure, it's easy to attack mods and say this and that, but please argue when you make statements like this.
For example you could make your own review here and argue pro/contra why this is useful or not.
Also ensure to read spell rules, and check out our standards in databsase.
Warcraft 3 is limited to a 300 Population cap at most, and it's an effect from Starcraft that I've seen people try and do![]()
Nope. If I make system that calculates "3 + x", and x can be configured by the user, I also get a system that works as intended.Here is my argument. The system works as intended. Simplicity is irrelevant.
You must understand, that we can't approve very hardcoded and too limitting resources.it's an effect from Starcraft that I've seen people try and do
* Or what you could do is a general food-regulator system.
It would allow the user to define custom food usages for any unit type. (in type: real, not integer)
This system would ensure the wanted food usage for all units of a type in game, and not only trained ones.
Player - Set (Owner of ZerglingTrainedUnit) Food used to (((Owner of ZerglingTrainedUnit) Food used) + (Supply used by ZerglingTrainedUnit))
Zergling Dies

Events


Unit - A unit Dies

Conditions


(Level of Double Me Up (Captain) for (Triggering unit)) Greater than 0

Actions


Set ZerglingDyingUnit = (Triggering unit)


Set ZerglingCounter[(Player number of (Owner of ZerglingDyingUnit))] = (ZerglingCounter[(Player number of (Owner of ZerglingDyingUnit))] + 1)


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




((Supply used by (Unit-type of ZerglingDyingUnit)) / 2) Greater than 0



Then - Actions




Player - Set (Owner of ZerglingDyingUnit) Food used to (((Owner of ZerglingDyingUnit) Food used) - ((Supply used by (Unit-type of ZerglingDyingUnit)) / 2))



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




ZerglingCounter[(Player number of (Owner of ZerglingDyingUnit))] Greater than 1



Then - Actions




Set ZerglingCounter[(Player number of (Owner of ZerglingDyingUnit))] = 0




Player - Set (Owner of ZerglingDyingUnit) Food used to (((Owner of ZerglingDyingUnit) Food used) - ((Supply used by (Unit-type of ZerglingDyingUnit)) mod 2))



Else - Actions
It does support multiple unit types, though, you just need to apply an ability to the units you want to have the effect.
^These both, unit type and food usage should be done in a configuraton trigger, not via adding certain abilities to the unit.Like, for example, if you wanted to make a more beefy unit cost 1.5 food rather than 0.5?
I suggest hashtable to solve mentioned issues above.what do you have in mind?
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The thing is here, if there are multiple unit types.Also, I am not quite sure why people seem to like hashtables a lot, what would they do in this circumstance that has not already been achieved? I've not really had any experience in handling hashtables myself so I am somewhat unknowledgeable of them.


