its the same thing i use... but i cant get it to just be able to build one, when you are allowed to build one, you can build as many as you like (i use five custom recources wood, sheep, wheat, stone and clay)
so i cant use the wood and gold requirements :s
hmm... i feel like we misunderstand eachother :banghead:
stupid post...
here is the problem, i have a dialog, when button is clicked the recources it costs to make the building that button represents are removed, and you should get to upgrade one of your circles of power to that building...
so i use the "(Researched tech-type) Equal to (==)" when i want it to check what upgrade it begins? :S seems strange to me :S
sorry for posting the wrong trigger..
under unit?
*Edit...
lol... ment
how to find upgrade :S sorry, wrong trigger :S
Upgrade
Events
Unit - A unit Begins an upgrade
Conditions
Actions
Player - Make Road Unavailable for training/construction by Player 1 (Red)
hi,
here is my trigger
i want it to check wich upgrade it finished researching, and if it was the right one i do action
Upgrade
Events
Unit - A unit Finishes an upgrade
Conditions
Actions
Player - Set the current research level of Road upgrade to 0 for (Owner...
i use this to show them :)
Leaderboard
Events
Map initialization
Conditions
Actions
Wait 1.00 seconds
Leaderboard - Create a leaderboard for (All players) titled Something Something...
Leaderboard - Add Player 1 (Red) to (Last created leaderboard) with...
here they are:
Melee Initialization
Events
Map initialization
Conditions
Actions
Set Income_Player1 = 50
Set Income_Player2 = 50
Set Income_Player3 = 50
Set Income_Player4 = 50
Set Income_Player5 = 50
Player Group -...
ok, looks good... but sorry to say that the income array (player number) doesent correspond with this :
nobody gets anny plus or minus income :S
Array setup
Events
Map initialization
Conditions
Actions
Set Income_Array[1] = Income_Player1
Set Income_Array[2]...
ahh... ok, so i don´t need one for plus and one for minus?
as for the second part you mentioned, i should just remove the if.
But put the owner condition on the trigger?
hi...
got the triggers up now :)
but the income doesent raise with 15 when unit enters :S
Array setup
Events
Map initialization
Conditions
Actions
Set Income_Array[1] = Income_Player1
Set Income_Array[2] = Income_Player2
Set Income_Array[3] =...
i know there is a way, yes...
but i have played around in WE for an hour without totally getting the trigger right,
i have an integer array named IncomePlayers [12]
but when i am only suppose to use one of them... messes my head up when i am not totally sure :S
could someone help me with...
ok... here is the trigger i made without arrays :P
i thaught there maybe was a easier way of doing it....
Coral Bed
Events
Unit - A unit enters Coreal Bed <gen>
Conditions
Actions
-------- you need one Income_Player x for each player (x representing the...