Limit of building

krog99

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I have this trigger which gives lumber to players if they have the specific building.
Trigger:
  • Lumber Bases
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Set Temp_GroupLB1 = (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to Lumber Base 1) and (((Owner of (Matching unit)) Equal to (Player((Integer A)))) and (((Matching unit) is alive) Equal to True))))
          • Player - Add ((Number of units in Temp_GroupLB1) x 25) to (Player((Integer A))) Current lumber
          • Custom script: call DestroyGroup( udg_Temp_GroupLB1 )
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Set Temp_GroupLB2 = (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to Lumber Base 2) and (((Owner of (Matching unit)) Equal to (Player((Integer A)))) and (((Matching unit) is alive) Equal to True))))
          • Player - Add ((Number of units in Temp_GroupLB2) x 38) to (Player((Integer A))) Current lumber
          • Custom script: call DestroyGroup( udg_Temp_GroupLB2 )
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Set Temp_GroupLB3 = (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to Lumber Base 3) and (((Owner of (Matching unit)) Equal to (Player((Integer A)))) and (((Matching unit) is alive) Equal to True))))
          • Player - Add ((Number of units in Temp_GroupLB3) x 50) to (Player((Integer A))) Current lumber
          • Custom script: call DestroyGroup( udg_Temp_GroupLB3 )
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Set Temp_GroupLB4 = (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to Lumber Base 4) and (((Owner of (Matching unit)) Equal to (Player((Integer A)))) and (((Matching unit) is alive) Equal to True))))
          • Player - Add ((Number of units in Temp_GroupLB4) x 75) to (Player((Integer A))) Current lumber
          • Custom script: call DestroyGroup( udg_Temp_GroupLB4 )
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Set Temp_GroupLB5 = (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to Lumber Base 5) and (((Owner of (Matching unit)) Equal to (Player((Integer A)))) and (((Matching unit) is alive) Equal to True))))
          • Player - Add ((Number of units in Temp_GroupLB5) x 100) to (Player((Integer A))) Current lumber
          • Custom script: call DestroyGroup( udg_Temp_GroupLB5 )
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • Set Temp_GroupLB6 = (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to Lumber Base 6) and (((Owner of (Matching unit)) Equal to (Player((Integer A)))) and (((Matching unit) is alive) Equal to True))))
          • Player - Add ((Number of units in Temp_GroupLB6) x 150) to (Player((Integer A))) Current lumber
          • Custom script: call DestroyGroup( udg_Temp_GroupLB6 )


But, what i wanna do is add a set of triggers, which makes sure that each person only have one Lumber Base. (They are NOT allowed to have one LB1 and one LB2).

I have tried, but can't find the solution, to make sure each person only have 1 Lumber Base. How can this be done?
 
I have this system, just need to check my folders 99% chance to find :) stay there. :D maybe took a little time :D
 
Here, also includes a shorter income system :) this now for the gold, but changing into lumber isnt that hard :D
 

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  • DDssAA.w3x
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Trigger:
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • LumberBaseCount Greater than 1
    • Then - Actions
      • Unit - Remove (Constructing structure) from the game
      • Game - Display to (Player group((Player((Player number of (Triggering player)))))) the text: You can only build ...
      • Player - Add (Point-value of (Constructing structure)) to (Player((Player number of (Triggering player)))) Current gold
    • Else - Actions


The part which gives back gold, what if the structure build costs both gold and lumber? And i want to give both ressources back?
 
I did it, but lumber doesnt working
maybe it look long time :banghead: all same, but not working...
...
live news: harder than i think, still trying.
 
do this ^

Then the player will be able to build one LB1, one LB2, one LB3, one LB4 etc. As long as two of them aren't at same lvl.

24w6gk8.gif
 
and what exactly is your problem?
Trigger:
  • SomeTrigger
    • Events
      • Unit - A unit Finishes Building
    • Conditions
      • Or - Any (Conditions) are true
        • Condition
          • (Unit-type of (Triggering unit)) Equal LB1
          • (Unit-type of (Triggering unit)) Equal LB2
          • (Unit-type of (Triggering unit)) Equal LB3
          • (Unit-type of (Triggering unit)) Equal LB4
    • Actions
      • Player - Limit training of (Unit-type of (Triggering unit)) to 0 for (Owner of (Triggering unit))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Triggering unit)) Gleich LB1
        • Then - Actions
          • Player - Limit training of LB2 to 1 for (Owner of (Triggering unit))
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Triggering unit)) Gleich LB2
        • Then - Actions
          • Player - Limit training of LB3 to 1 for (Owner of (Triggering unit))
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Triggering unit)) Gleich LB3
        • Then - Actions
          • Player - Limit training of LB4 to 1 for (Owner of (Triggering unit))
        • Else - Actions

then another trigger to enable them all after one of those died:
Trigger:
  • Events
    • Unit - A unit Dies
    • Conditions
      • Or - Any (Conditions) are true
        • Condition
          • (Unit-type of (Triggering unit)) Equal LB1
          • (Unit-type of (Triggering unit)) Equal LB2
          • (Unit-type of (Triggering unit)) Equal LB3
          • (Unit-type of (Triggering unit)) Equal LB4
    • Actions
      • Player - Limit training of LB1 to 1 for (Owner of (Triggering unit))
      • Player - Limit training of LB2 to 1 for (Owner of (Triggering unit))
      • Player - Limit training of LB3 to 1 for (Owner of (Triggering unit))
      • Player - Limit training of LB4 to 1 for (Owner of (Triggering unit))
 
No problem. But this looks better imo.

Trigger:
  • One LB system
    • Events
      • Unit - A unit Begins construction
    • Conditions
      • (Unit-type of (Constructing structure)) Equal to Lumber Base 1
    • Actions
      • Set LumberBaseCount = (((Number of living Lumber Base 1 units owned by (Player((Player number of (Triggering player))))) + (Number of living Lumber Base 2 units owned by (Player((Player number of (Triggering player)))))) + ((Number of living Lumber Base 3 units owned by (Player((P
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • LumberBaseCount Greater than 1
        • Then - Actions
          • Unit - Remove (Constructing structure) from the game
          • Game - Display to (Player group((Player((Player number of (Triggering player)))))) the text: You can only have o...
        • Else - Actions
 
maybe its shorter code but it looks more ugly in-game.
it leaks also, i hope you know.
 
each time you use "count number of units in UnitGroup" which you do pretty often in your LumberBaseCount setting its leaking a unitgroup which is bad for a trigger which will run frequently in a map.

what you would have to do is setting a unit group variable first, then setting the integer variable (which wouldnt be needed anymore because you could check the number directly in the condition) and Destroy the unit group variable.
(i know, destroy doesnt sound that promising but thats just how the action is called)

this would be an example: (BEWARE HANDWRITTEN!)

Trigger:
  • Actions
    • set TempUnitGroup = (Units owned by (owner of (Triggering Unit)) of type LumberBase1)
    • set LumberBaseCounter = (Number of units in TempUnitGroup)
    • custom script: call DestroyGroup (udg_TempUnitGroup)
 
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