Make Unit-Type Unavailable for training.

danpe

New Member
Reaction score
5
This is my trigger, and my units still available for training:

Trigger:
  • Map inizilazation
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Cinematic - Turn cinematic mode On for (All players) over 5.00 seconds
      • Cinematic - Fade out and back in over 5.00 seconds using texture Black Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
      • Cinematic - Disable user control for (All players)
      • Game - Display to (All players) for 3.00 seconds the text: Initializing game.....
      • Set AllUnits[0] = Murloc
      • Set AllUnits[1] = Troll
      • Set AllUnits[2] = Footman
      • Set AllUnits[3] = Grunt
      • Set AllUnits[4] = Coualt
      • Set AllUnits[5] = Small golem
      • Set AllUnits[6] = Kodo beast
      • Set AllUnits[7] = Small tornado
      • Set AllUnits[8] = Elvish runner
      • Set AllUnits[9] = Ogre
      • Set AllUnits[10] = Gargoyle
      • Set AllUnits[11] = Siege vehicle
      • Set AllUnits[12] = Naga mermaid
      • Set AllUnits[13] = Ancient hydra
      • Set AllUnits[14] = Tauren
      • Set AllUnits[15] = Priest
      • For each (Integer A) from 0 to 15, do (Actions)
        • Loop - Actions
          • Player - Make AllUnits[(Integer A)] Unavailable for training/construction by Player 1 (Red)
 

Hellforce

New Member
Reaction score
2
You don't need a trigger for that. You can go do it from the world editor itself.

You can do it from Scenario - Techtree Properties than enable custom techtree than disable avaibility for any unit you need
 

danpe

New Member
Reaction score
5
Sorry for the bump, this message was more then 24 hours and on the 3rd page...
And i really need it asap...

Please help. and sorry again.
 

Faust

You can change this now in User CP.
Reaction score
123
If something doesn't work with map initialization, try it on elapsed game time 1 seconds.
 

danpe

New Member
Reaction score
5
Nope sitll nothing...
I added debug line

Trigger:
  • Map inizilazation
    • Events
      • Time - Elapsed game time is 1.00 seconds
    • Conditions
    • Actions
      • Cinematic - Turn cinematic mode On for (All players) over 5.00 seconds
      • Cinematic - Fade out and back in over 5.00 seconds using texture Black Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
      • Cinematic - Disable user control for (All players)
      • Game - Display to (All players) for 3.00 seconds the text: Initializing game.....
      • Set TEMP_PreloadSpawnPoint = (Center of NO BUILD 1 <gen>)
      • Set AllUnits[0] = Murloc
      • Set AllUnits[1] = Troll
      • Set AllUnits[2] = Footman
      • Set AllUnits[3] = Grunt
      • Set AllUnits[4] = Coualt
      • Set AllUnits[5] = Small golem
      • Set AllUnits[6] = Kodo beast
      • Set AllUnits[7] = Small tornado
      • Set AllUnits[8] = Elvish runner
      • Set AllUnits[9] = Ogre
      • Set AllUnits[10] = Gargoyle
      • Set AllUnits[11] = Siege vehicle
      • Set AllUnits[12] = Naga mermaid
      • Set AllUnits[13] = Ancient hydra
      • Set AllUnits[14] = Tauren
      • Set AllUnits[15] = Priest
      • For each (Integer A) from 0 to 15, do (Actions)
        • Loop - Actions
          • Player - Make AllUnits[(Integer A)] Unavailable for training/construction by Player 1 (Red)
          • Game - Display to (All players) for 30.00 seconds the text: (String(AllUnits[(Integer A)]))


The text diplayed is like

custom_h01t
custom_h0tl

something like that..
I dont know whats wrong
 

Moridin

Snow Leopard
Reaction score
144
Instead of (String(AllUnits[(Integer A)] try (String(Name of AllUnits[(Integer A)]
 

Xienoph

You can change this now in User CP.
Reaction score
43
That's odd. Have you tried making the building that makes the units after the initialization? Are the units still trainable from that building?
 

Light Alkmst

New Member
Reaction score
20
Maybe you should move the cinematic stuff to after the unit disabling, and create the structure after the units are banned, but before the cinematic.
 

Faust

You can change this now in User CP.
Reaction score
123
Alternatively, try going to Scenario - Techtree properties as suggested above.
And allow the creation of units in game.
 

Rainther

I guess I should write something of value here...
Reaction score
61
If I read right all you need to do is to have the unittype required to a invisible non-noticeable unit and then kill och create a new one whenever you'd like to change that.

You can even name the specefic "dummy" to Cooldown or whatever you'd like and it'll say "Requires: -Cooldown".
 

danpe

New Member
Reaction score
5
Maybe you should move the cinematic stuff to after the unit disabling, and create the structure after the units are banned, but before the cinematic.

I tried it, doesn't work :(

Alternatively, try going to Scenario - Techtree properties as suggested above.
And allow the creation of units in game.

What? i dont understand...
I want to disable all units at map initizilzation then, add enable one every 30 seconds...

Please look at this post: http://www.thehelper.net/forums/showthread.php?t=137294
 

crazyfanatic

New Member
Reaction score
20
Ive had some problems with making units unavailable for training too, it is probably a bug in the warcraft.
 

danpe

New Member
Reaction score
5
I used this:

Trigger:
  • Map inizilazation
    • Events
      • Time - Elapsed game time is 1.00 seconds
    • Conditions
    • Actions
      • Cinematic - Turn cinematic mode On for (All players) over 5.00 seconds
      • Cinematic - Fade out and back in over 5.00 seconds using texture Black Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
      • Cinematic - Disable user control for (All players)
      • Game - Display to (All players) for 3.00 seconds the text: Initializing game.....
      • Set TEMP_PreloadSpawnPoint = (Center of NO BUILD 1 <gen>)
      • Set AllUnits[0] = Murloc
      • Set AllUnits[1] = Troll
      • Set AllUnits[2] = Footman
      • Set AllUnits[3] = Grunt
      • Set AllUnits[4] = Coualt
      • Set AllUnits[5] = Small golem
      • Set AllUnits[6] = Kodo beast
      • Set AllUnits[7] = Small tornado
      • Set AllUnits[8] = Elvish runner
      • Set AllUnits[9] = Ogre
      • Set AllUnits[10] = Gargoyle
      • Set AllUnits[11] = Siege vehicle
      • Set AllUnits[12] = Naga mermaid
      • Set AllUnits[13] = Ancient hydra
      • Set AllUnits[14] = Tauren
      • Set AllUnits[15] = Priest
      • For each (Integer A) from 0 to 15, do (Actions)
        • Loop - Actions
          • Player - Make AllUnits[(Integer A)] Unavailable for training/construction by Player 1 (Red)
          • Game - Display to (All players) for 30.00 seconds the text: (String(AllUnits[(Integer A)]))
      • Wait 3.00 seconds
      • Cinematic - Turn cinematic mode Off for (All players)
      • Cinematic - Enable user control for (All players)
      • Game - Display to (All players) the text: Game Starts!
      • Game - Display to (All players) the text: Build at your spawn...
      • Trigger - Run Timer <gen> (ignoring conditions)


And still all units are avilable for training...
 

Goliath520

New Member
Reaction score
0
pause all buidings owned by player 1, they won't be able to do anything until you unpause them

I assume something like this would work

Trigger:
  • untitled trigger
    • actions
      • Unit Group - Pick every unit in (Units owned by Player 1 (Red) matching (((Picked unit) is A structure) Equal to True)) and do (Actions)
        • Loop - Actions
          • Unit - Pause (Picked unit)
 

skyangel1234

Member
Reaction score
5
Maybe use this??
Trigger:
  • Your Trigger
    • Events
      • Map Initialization
    • Conditions
    • Actions
      • Unit - Make (myunit) Unavailable for training/contruction by (myplayer)


This maybe help??
 
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