AceHart, as far as I can tell:
Event Response - Trained Unit: When responding to a 'Finishes Training A Unit' unit event, this refers to the unit that was trained.
I have tried using GetTrainedUnitType but since the unit has not finished training, it doesn't return anything.
Artificial, that only works for a unit that HAS BEEN TRAINED, not for a units that BEGINS TRAINING.
Builder Bob, I can confirm that too - works like a charm. Thanks to Faust for the idea.
Artificial, that only works for a unit that has finished training, and as I mentioned above I need to figure out the unit type as soon as it STARTS to train.
Faust, I the idea of using the order id should work. I'll hammer something out that's a bit more final and then let you know how it went.
I have a trigger that uses EVENT_PLAYER_UNIT_TRAIN_START as it's event.
There are 2 possible units that could be trained in order to trigger this event.
What I need to know is, can I determine which unit has started its training?
GetTriggerUnit() tells me which unit is doing the...
Ok, I reinstalled War3 and TFT as well as NewGen Pack v4c.
Everything seems to be working now except for running test map (ctrl+f9).
When I try to run test map, it just loads the TFT title screen and the map file it makes is unplayable unless I manually load TFT and run it as a custom map...
I use Grimoire to launch world editor, but ever since the last war3 patch, worldedit.exe "encounters an error" and crashes every time I try to launch it.
Anyone know if there is a work around for this?
ManyTimes and Flare, those are some good ideas.
For ManyTimes first method, I might have to add some sort of bonus for every life stolen when a player is already at the max cap, other than that though, it's an interesting idea wirht exploring.
Method 2 is also great since lives are constantly...
EDIT: Ahh, I see what you are doing now and it's a bit different that what I'm looking for.
What I want to do is normalize and reduce the number of lives so that there are not a extremely large number of lives left for only 2 players to fight over.
Using your method, if 6 players were playing...