No, that's not what I'm wanting to do. I'm wanting to group gates and, based on a set of conditions, allow players to open those gates individually.
EDIT/UPDATE: I actually do not need a hashtable for this because I can just use an array and loop through the array matching it with that value...
I have several (~170) destructible gates that I've placed into a hashtable under a set of parent ids that group them, and I want to be able to open these gates through one of two solutions, depending on which will be easier and use less resources (I'd prefer not to have a bunch of if-statements...
I'm as confused as he is. Are you saying you want to store actual gold coin items inside of a building?
If so, that is fairly simple: give the inventory ability to the Lumber Mill and create the coins.
Additionally, if you need to create the coins: instead of wasting triggers, create a shop...
Incorrect. You can set an integer to a negative value and when they don't have enough gold for something, subtract it from that integer then when they gain money (current gold > 0), take it from that.
Gold Negative
Events
Time - Every .50 seconds of game time
Conditions
Actions
Set UserPlayers =...
I know I can use an integer for this, but I'm not quite sure how to make it work. I'm trying to set a player's gold to negative. And to check every .50 seconds that if they have any money, take it from them and apply it to the negative integer amount.
I've tried all sorts of things and can't...
I'm not entirely sure I understand what you're looking for, but it sounds like your next best choice is to add the summoned unit ability to your heroes and change the unit to the type you want, and add the levels to however many levels you need. Even with that you'll have to create a unit for...
It's under "Unit - Generic Unit Event".
Events
A unit Gains a level
You'll probably need a condition to check the level. You can use an integer comparison for that.
Maybe something like this:
Events
Unit - A unit Gains a level
Conditions
(Level of (Triggering unit)) Equal to 10
Can you be more specific in what factor you're referring to? Damage Factor Medium? Small? Loss Factor?
This may help:
http://world-editor-tutorials.thehelper.net/uniteditor.php
The map currently isn't laggy nor am I ashamed of it. This map is just massive with hundreds of triggers and custom units, and terrain that is almost completely custom (doodads, destructibles, etc). I'll have to do that slowly, as I redesign the map, because changing all of it at once would...
I don't think you realize what a major effort this would be. Entire regions would have to be rebuilt entirely and redesigned. It would be the equivalent of nearly rebuilding a 7-year old map, from the beginning.
The only reason there are so many units, is because I use units as props that they can interact with for quests. 5-6 (or more) units required for each quest, with 80+ quests... it adds up quickly. I had considered using doodads, but there is a limit on doodads with the standard editor (plus...