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
 
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.
 
I believe this exists

Trigger:
  • Unit - Limit production of Building to #


his variable is an integer
 
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
 
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
 
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; ????????
 
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
 
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.
 
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.
 
General chit-chat
Help Users
  • No one is chatting at the moment.
  • The Helper The Helper:
    News portal has been retired. Main page of site goes to Headline News forum now
  • The Helper The Helper:
    I am working on getting access to the old news portal under a different URL for those that would rather use that for news before we get a different news view.
  • Ghan Ghan:
    Easily done
    +1
  • The Helper The Helper:
    https://www.thehelper.net/pages/news/ is a link to the old news portal - i will integrate it into the interface somewhere when i figure it out
  • Ghan Ghan:
    Need to try something
  • Ghan Ghan:
    Hopefully this won't cause problems.
  • Ghan Ghan:
    Hmm
  • Ghan Ghan:
    I have converted the Headline News forum to an Article type forum. It will now show the top 20 threads with more detail of each thread.
  • Ghan Ghan:
    See how we like that.
  • The Helper The Helper:
    I do not see a way to go past the 1st page of posts on the forum though
  • The Helper The Helper:
    It is OK though for the main page to open up on the forum in the view it was before. As long as the portal has its own URL so it can be viewed that way I do want to try it as a regular forum view for a while
  • Ghan Ghan:
    Yeah I'm not sure what the deal is with the pagination.
  • Ghan Ghan:
    It SHOULD be there so I think it might just be an artifact of having an older style.
  • Ghan Ghan:
    I switched it to a "Standard" article forum. This will show the thread list like normal, but the threads themselves will have the first post set up above the rest of the "comments"
  • The Helper The Helper:
    I don't really get that article forum but I think it is because I have never really seen it used on a multi post thread
  • Ghan Ghan:
    RpNation makes more use of it right now as an example: https://www.rpnation.com/news/
  • The Helper The Helper:
  • The Helper The Helper:
    What do you think Tom?
  • tom_mai78101 tom_mai78101:
    I will have to get used to this.
  • tom_mai78101 tom_mai78101:
    The latest news feed looks good
  • The Helper The Helper:
    I would like to see it again like Ghan had it the first time with pagination though - without the pagination that view will not work but with pagination it just might...
  • The Helper The Helper:
    This drink recipe I have had more than a few times back in the day! Mind Eraser https://www.thehelper.net/threads/cocktail-mind-eraser.194720/

      The Helper Discord

      Staff online

      Members online

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top