Building Limit

Avaleirra

Is back. Probably.
Reaction score
128
How do I put a limit on the amount of certain buildings a player has?

Thanks, +rep for solution
 

Yoshii

New Member
Reaction score
74
How do I put a limit on the amount of certain buildings a player has?

Thanks, +rep for solution

simple
event a unit beging construction of X
cond: unit being constrctued is of TYPE=Barrack
action pick every unit matching type of barrack owned by owner of "constructed unit?(the one doing the construction);
Set variable[player number of owner of triggering unit]= number of picked building
if variable[player number of ......]=X
unit remove unit being constructed
refund the price.

there is probably a few way to do this to be honest.
 

Tyman2007

Ya Rly >.
Reaction score
74
I believe this exists

Trigger:
  • Unit - Limit production of Building to #


his variable is an integer
 

Avaleirra

Is back. Probably.
Reaction score
128
simple
event a unit beging construction of X
cond: unit being constrctued is of TYPE=Barrack
action pick every unit matching type of barrack owned by owner of "constructed unit?(the one doing the construction);
Set variable[player number of owner of triggering unit]= number of picked building
if variable[player number of ......]=X
unit remove unit being constructed
refund the price.

there is probably a few way to do this to be honest.


How do I do

number of picked building

in

Set variable[player number of owner of triggering unit]= number of picked building
 

Scary Nachos

Castro flashing Gang Signs!
Reaction score
45
Its to keep track of things.
Like this
Trigger:
  • Unit Deaths
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 1 (Red)
        • Then - Actions
          • Set Dead_Units[1] = (Dead_Units[1] + 1)
          • Multiboard - Set the text for Multiboard_NACHOS item in column 4, row 7 to (String(Dead_Units[1]))
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Owner of (Dying unit)) Equal to Player 2 (Blue)
            • Then - Actions
              • Set Dead_Units[2] = (Dead_Units[2] + 1)
              • Multiboard - Set the text for Multiboard_NACHOS item in column 4, row 8 to (String(Dead_Units[2]))
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Owner of (Dying unit)) Equal to Player 3 (Teal)
                • Then - Actions
                  • Set Dead_Units[3] = (Dead_Units[3] + 1)
                  • Multiboard - Set the text for Multiboard_NACHOS item in column 4, row 9 to (String(Dead_Units[3]))
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Owner of (Dying unit)) Equal to Player 4 (Purple)
                    • Then - Actions
                      • Set Dead_Units[4] = (Dead_Units[4] + 1)
                      • Multiboard - Set the text for Multiboard_NACHOS item in column 4, row 10 to (String(Dead_Units[4]))
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Owner of (Dying unit)) Equal to Player 5 (Yellow)
                        • Then - Actions
                          • Set Dead_Units[5] = (Dead_Units[5] + 1)
                          • Multiboard - Set the text for Multiboard_NACHOS item in column 4, row 11 to (String(Dead_Units[5]))
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Owner of (Dying unit)) Equal to Player 6 (Orange)
                            • Then - Actions
                              • Set Dead_Units[6] = (Dead_Units[6] + 1)
                              • Multiboard - Set the text for Multiboard_NACHOS item in column 4, row 12 to (String(Dead_Units[6]))
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • (Owner of (Dying unit)) Equal to Player 7 (Green)
                                • Then - Actions
                                  • Set Dead_Units[7] = (Dead_Units[7] + 1)
                                  • Multiboard - Set the text for Multiboard_NACHOS item in column 4, row 13 to (String(Dead_Units[7]))
                                • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • (Owner of (Dying unit)) Equal to Player 8 (Pink)
                                • Then - Actions
                                  • Set Dead_Units[8] = (Dead_Units[8] + 1)
                                  • Multiboard - Set the text for Multiboard_NACHOS item in column 4, row 14 to (String(Dead_Units[8]))
                                • Else - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • (Owner of (Dying unit)) Equal to Player 9 (Gray)
                                    • Then - Actions
                                      • Set Dead_Units[9] = (Dead_Units[9] + 1)
                                      • Multiboard - Set the text for Multiboard_NACHOS item in column 4, row 15 to (String(Dead_Units[9]))
                                    • Else - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • (Owner of (Dying unit)) Equal to Player 10 (Light Blue)
                                    • Then - Actions
                                      • Set Dead_Units[10] = (Dead_Units[10] + 1)
                                      • Multiboard - Set the text for Multiboard_NACHOS item in column 4, row 16 to (String(Dead_Units[10]))
                                    • Else - Actions
                                      • Do nothing
 

Yoshii

New Member
Reaction score
74
Trigger:
  • Melee Initialization
    • Events
      • Unit - A unit Begins construction
    • Conditions
      • (Unit-type of (Constructing structure)) Equal to Farm
    • Actions
      • Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Farm)) and do (Actions)
        • Loop - Actions
          • Unit Group - Add (Picked unit) to group[(Player number of (Owner of (Triggering unit)))]
          • Set INt[(Player number of (Owner of (Triggering unit)))] = (Number of units in group[(Player number of (Owner of (Triggering unit)))])
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • INt[(Player number of (Owner of (Triggering unit)))] Equal to 6
            • Then - Actions
              • Unit - Remove (Constructing structure) from the game
              • Unit Group - Remove all units from group[(Player number of (Owner of (Triggering unit)))]
            • Else - Actions

my pick every unit condition is not fully done as I dont think you needed more explanation on that.the pick every unit is missing the part "owned by owner of triggering unit"
to the post above me; ????????
 

Avaleirra

Is back. Probably.
Reaction score
128
ok having a weird problem, one of the triggers work, the other doesnt :S


this one works
Trigger:
  • goldminesmalllimit
    • Events
      • Unit - A unit Begins construction
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Small Gold Mine
    • Actions
      • Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Small Gold Mine)) and do (Actions)
        • Loop - Actions
          • Unit Group - Add (Picked unit) to myunitgroup[(Player number of (Owner of (Triggering unit)))]
          • Set Random_Data[(Player number of (Owner of (Triggering unit)))] = (Number of units in myunitgroup[(Player number of (Owner of (Triggering unit)))])
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Random_Data[(Player number of (Owner of (Triggering unit)))] Equal to 11
            • Then - Actions
              • Animation - Play (Triggering unit)'s death animation
              • Unit - Remove (Triggering unit) from the game
              • Game - Display to (All players) the text: (You can only have 10 small gold mines, + ((Name of (Owner of (Triggering unit))) + was stupid enough to build more and waste his money. Loser.))
              • Unit Group - Remove all units of myunitgroup[(Player number of (Owner of (Triggering unit)))] from myunitgroup[(Player number of (Owner of (Triggering unit)))]
            • Else - Actions





This one doesnt
Trigger:
  • genericfactorylimitred
    • Events
      • Unit - A unit Begins construction
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Small Gold Mine
    • Actions
      • Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Generic Factory (red))) and do (Actions)
        • Loop - Actions
          • Unit Group - Add (Picked unit) to myunitgroup[(Player number of (Owner of (Triggering unit)))]
          • Set Random_Data[(Player number of (Owner of (Triggering unit)))] = (Number of units in myunitgroup[(Player number of (Owner of (Triggering unit)))])
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Random_Data[(Player number of (Owner of (Triggering unit)))] Equal to 8
            • Then - Actions
              • Animation - Play (Triggering unit)'s death animation
              • Unit - Remove (Triggering unit) from the game
              • Game - Display to (All players) the text: (You can only have 7 factories, + ((Name of (Owner of (Triggering unit))) + was stupid enough to build more and waste his money. Loser.))
              • Unit Group - Remove all units of myunitgroup[(Player number of (Owner of (Triggering unit)))] from myunitgroup[(Player number of (Owner of (Triggering unit)))]
            • Else - Actions



EDIT: nvm
 

Avaleirra

Is back. Probably.
Reaction score
128
found a bug that players can take advantage of here is my trigger:

Trigger:
  • genericfactorylimitred
    • Events
      • Unit - A unit Begins construction
      • Unit - A unit Begins an upgrade
    • Conditions
      • ((Unit-type of (Triggering unit)) Equal to Generic Factory (red)) or (((Unit-type of (Triggering unit)) Equal to Tier 1 Caster (red)) or (((Unit-type of (Triggering unit)) Equal to Tier 1 Melee (red)) or (((Unit-type of (Triggering unit)) Equal to Tier 1 Ranged (red)) or (((Unit-type of (Triggering unit)) Equal to Tier 2 Caste
    • Actions
      • Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Generic Factory (red))) and do (Actions)
        • Loop - Actions
          • Unit Group - Add (Picked unit) to myunitgroup[(Player number of (Owner of (Triggering unit)))]
          • Set Random_Data[(Player number of (Owner of (Triggering unit)))] = (Number of units in myunitgroup[(Player number of (Owner of (Triggering unit)))])
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Random_Data[(Player number of (Owner of (Triggering unit)))] Equal to 8
            • Then - Actions
              • Animation - Play (Triggering unit)'s death animation
              • Unit - Remove (Triggering unit) from the game
              • Game - Display to (All players) the text: (You can only have 7 factories, + ((Name of (Owner of (Triggering unit))) + was stupid enough to build more and waste his money. Loser.))
              • Unit Group - Remove all units of myunitgroup[(Player number of (Owner of (Triggering unit)))] from myunitgroup[(Player number of (Owner of (Triggering unit)))]
            • Else - Actions



I tried modifying it like this but it didn't work. Players are still able to build the 7 generic factories, then upgrade lets say three, and then build 3 more factories...


I tried putting all the upgrades in the condition.
 

TheCrystal

New Member
Reaction score
36
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Generic Factory (red))) and ((Unit-type of (Matching unit)) Equal to Generic Factory (blue))) and do (Actions)

Kind of stuff. Change the "Condition" in the Unit Group to And then add the Unit Types.
 
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