Ok, actually, let me rephase that, ANY ALTERATIONS to the multiboard = crash....even if i just change 1 thing, e.g. Multiboard - Set the text for Multiboard[1] item in column 1, row 2 to Hi
actually, just tested it some more, even this Board Update Purchase
Events
Conditions
Actions
For each (Integer A) from 1 to 4, do (Actions)
Loop - Actions
For each (Integer B) from 1 to 8, do (Actions)
Loop - Actions...
hey, i've changed it to this but it still does it
Board Update Purchase
Events
Conditions
Actions
For each (Integer A) from 1 to 4, do (Actions)
Loop - Actions
For each (Integer B) from 1 to 8, do (Actions)
Loop -...
well, its coz the build time for units is measured in seconds so if i don't do 1 sec, the build time will not show nicely. Um, what about Dota, their death time is caluculated in secs, how do you thinkk they do that? mayb they have multiply triggers for the multiboard?
....i might try that...
and how do i find out? first time i had it, i split the trigger into 2 and that workd. now i have added another variable, (was 'nothing' or 'purchased, now 'nothing', 'purchased' or 'use') its doing it again. so should i be spliting it again?
Untitled Trigger 002
Events
Player - Player 1 (Red) types a chat message containing -hero as An exact match
Conditions
(Player 1 (Red) Current gold) Greater than or equal to 15
((Player 1 (Red) Food used) + 20) Less than or equal to (Player 1 (Red) Food max)...
Um, whenever i turn on this trigger, all players get disconnected inwithin a few secs. Anyone got any ideas why?
Every 1 Sec Event
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 4, do (Actions)
Loop...
um, ok, i'll start from scratch
I have a building which the player can purchase units from.
They purchase the unit for a set price, e.g. purchase footman for 5 wood.
They then can choose to use it or not.
The purchase upgrade will have 3 levels therefore, the upgrade will turn from...
This is a swarming game, Before each battle, the player chooses which units they would like to use but before they can use it, they must purchase it. When the battle starts, the used units will be swarmed. It cost to purchase the units but it is free to use or unuse them. Thats what i want...
hey, i need to make an upgrade which has 3 levels, first level is purchase, second level is use, third level is unuse. What this means is that after the player has purchased it, he can choose to use it or not use it this round. It cost to purchase it but its suppose to be free to use or unuse...
Hey, how do you remove wards as a unit that is classfication under wards can not be removed by unit-remove.
If there is not way, then how can a make a unit not have any commards if not using the classification of wards?
Sorry about the confusion, i'm newish to 2-D n its a pretty complicated game i'm tryna make.... err... im sure its rite as when i use the original, 1 unit does go where its suppose to but when i have more than 1, the rest go somewhere else, as if the trigger had run itself once so the first unit...
yeah., com_unit_amount shows how many units to product. are the 2 points the 'do nothing' and the last created unit group? coz i know the last created unit group does work, i have tried it with a few different trigger actions already, its just this time that its not working....
k but the thing is that i works when i don't use the IntA and when i use the IntA before the creation of the units so it must be something wrong with the Int's....I just needa know what.....