Yea I couldn't find any logical errors in my trigger about removing another unit instead. But I fixed my issue by having another trigger re-add the unit in the event that Current research level or higher wasn't true so it works perfect.
Thanks for helping me get my brain running! +1
The title pretty much says it all, I haven't altered the gameplay constants for hero xp range but whenever my ally kills an enemy, from across the map, my hero gets xp.
Anyone know why that happens?
Nevermind! I solved my problem by putting a wait .10 seconds before the loop ran, it appears that the unit isn't within the region right away when it triggers the action.
Create a Unit Group variable. Whenever the hero uses his move, put all units within the range into that unit group. Then have an action that takes every unit within that unit group and only turn their specific collision off. Then have an action turn their collision back on whenever they get...
This was my exact logic at first, the problem that I ran into was: After upgrading research #3 5 times, and research #2 3 times, research #1 disappeared from the shop, know anything about that?
All my triggers went as follows
If (All Conditions are True) then do (Then Actions) else do (Else...
I'm looking for a way to click on Player 9's workshop, research an upgrade, and have it consume the player's (the one who clicked the research) gold as if it was a shop and had a hero in range. The research will be researched for Player 9. So essentially, Player 9 will have other player's...
I believe that the Repair ability allows them to powerbuild so you can edit that ability to have a techtree requirement upgrade. . . but that would mean that they can't finish building whatever they started. I'm sure there is some complicated trigger you can use to make it work but I wouldn't...
If you are using a summoning hall do this trigger:
Test
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Summoning Hall
Actions
Hero - Create Scroll of Town Portal and give it to (Trained unit)...
If your using a timer window try making a variable array for the timer window for each player and do something at the end like this:
Countdown Timer - Show (TIMERVARIABLE(Player Number Owner of triggering unit)) for (Owner of (Triggering unit))
Idk if that will work but it's worth a try