Building limits

Ratata

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Hi guys,Im having an issue with setting building limits.so i have building A and i want that building to have a limit of 1,meaning that building can be constructed once and again only if the previous one is destroyed.Thank you in advance.
 

Accname

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There is a trigger action for exactly this purpose. Its called "limit construction of unit for player" or something like that.
 

Ratata

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There is a trigger action for exactly this purpose. Its called "limit construction of unit for player" or something like that.
I think what you are reffering to is the action Player-set training/construction avalibility of unit right?Even so that trigger only enables/disables building/training a specific unit.
 

Accname

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No, there is also a trigger action which allows you to specify the exact number of times a unit or building can be trained / constructed.

Just looked it up, its:
Player - Limit training of UNIT to NUMBER for PLAYER
 

Ratata

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No, there is also a trigger action which allows you to specify the exact number of times a unit or building can be trained / constructed.

Just looked it up, its:
Player - Limit training of UNIT to NUMBER for PLAYER
Oh,thank man +1
 

LoneCharger

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Hello, I am having a very similar problem, except, it's an upgradable building. So I put a limit on the first tier, the Tent, but as soon as I upgrade it to a farm, I can build the tent again. How do I make it so all the upgrades also count as the tent?
 

LoneCharger

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No, there is also a trigger action which allows you to specify the exact number of times a unit or building can be trained / constructed.

Just looked it up, its:
Player - Limit training of UNIT to NUMBER for PLAYER
Hello, I am having a very similar problem, except, it's an upgradable building. So I put a limit on the first tier, the Tent, but as soon as I upgrade it to a farm, I can build the tent again. How do I make it so all the upgrades also count as the tent?
 

Accname

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Just keep track of the building yourself. When the building first enters the game you set a boolean variable (or you count up an integer variable if you want more than one) and you disable construction of another building of its kind.
When the unit is killed / removed you set the boolean to false (or count the integer down) and enable the construction of another building.
 

LoneCharger

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I can see what your saying, can you give me an example of what that would look like? (What condition Event is.) And I also don't really know what an Integer is, or how to work one.
 

LoneCharger

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Thank you guys, I figured it out, mostly at least, from looking at the triggers of some custom maps. Thought I should put it on here for any future questions. Here's how I did it. This is only for a two-tier building, and only for Player 1(Red), but it should be a pretty good start for higher tiers.
Building first structure.
Events:
Unit - A unit owned by Player 1 (Red) Begins construction
Condition:
(Unit-type of (Constructing structure)) Equal to Villager's Tent
Action:
Player - Make Villager's Tent Unavailable for training/construction by Player 1 (Red)

And then rebuilding after your upgradeable building dies.
Events:
Unit - A unit owned by Player 1 (Red) Dies
Conditions:
(((Dying unit) is A structure) Equal to ((Triggering unit) is in (Units of type Villager's Tent))) or (((Dying unit) is A structure) Equal to ((Triggering unit) is in (Units of type Farm)))
Actions:
Player - Make Villager's Tent Available for training/construction by Player 1 (Red)
 

Accname

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Thank you guys, I figured it out, mostly at least, from looking at the triggers of some custom maps. Thought I should put it on here for any future questions. Here's how I did it. This is only for a two-tier building, and only for Player 1(Red), but it should be a pretty good start for higher tiers.
Building first structure.
Events:
Unit - A unit owned by Player 1 (Red) Begins construction
Condition:
(Unit-type of (Constructing structure)) Equal to Villager's Tent
Action:
Player - Make Villager's Tent Unavailable for training/construction by Player 1 (Red)

And then rebuilding after your upgradeable building dies.
Events:
Unit - A unit owned by Player 1 (Red) Dies
Conditions:
(((Dying unit) is A structure) Equal to ((Triggering unit) is in (Units of type Villager's Tent))) or (((Dying unit) is A structure) Equal to ((Triggering unit) is in (Units of type Farm)))
Actions:
Player - Make Villager's Tent Available for training/construction by Player 1 (Red)
That second condition is not a very good one. You already had a unit type comparison in your first trigger, why not use it again in the second one?
Trigger:
  • ((Unit-type of (Triggering unit)) Equal to Villager's Tent) or ((Unit-type of (Triggering unit)) Equal to Farm)
 
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